Replace all relative imports with absolute ones

This commit is contained in:
Tomáš Heger
2020-05-05 23:00:17 +02:00
parent 7019199020
commit 5a9bb96dd9
66 changed files with 3101 additions and 3094 deletions
+2 -2
View File
@@ -1,8 +1,8 @@
__all__ = ('__version__', 'Character', 'weapons', 'features',
'character', 'race', 'background', 'spells')
from . import weapons, features, race, background, spells
from .character import Character
from dungeonsheets import background, features, race, spells, weapons
from dungeonsheets.character import Character
import os
+8 -8
View File
@@ -1,4 +1,4 @@
from . import features as feats
from dungeonsheets import features as feats
class Background():
@@ -38,7 +38,7 @@ class Criminal(Background):
name = "Criminal"
skill_proficiencies = ('deception', 'stealth')
features = (feats.CriminalContact,)
class Spy(Criminal):
name = "Spy"
@@ -52,7 +52,7 @@ class Entertainer(Background):
class Gladiator(Entertainer):
name = "Gladiator"
class FolkHero(Background):
name = "Folk Hero"
@@ -94,7 +94,7 @@ class Outlander(Background):
skill_proficiencies = ('athletics', 'survival')
languages = ("[choose one]", )
features = (feats.Wanderer,)
class Sage(Background):
name = "Sage"
@@ -197,8 +197,8 @@ class MercenaryVeteran(Background):
name = "Mercenary Veteran"
skill_proficiencies = ('athletics', 'persuasion')
features = (feats.MercenaryLife,)
class UrbanBountyHunter(Background):
name = 'Urban Bounty Hunter'
skill_proficiencies = ()
@@ -219,8 +219,8 @@ class WaterdhavianNoble(Background):
skill_proficiencies = ('history', 'persuasion')
languages = ('[choose one]',)
features = (feats.KeptInStyle,)
PHB_backgrounds = [Acolyte, Charlatan, Criminal, Spy, Entertainer,
Gladiator, FolkHero, GuildArtisan, GuildMerchant,
Hermit, Noble, Knight, Outlander, Sage, Sailor,
+52 -52
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@@ -1,20 +1,21 @@
"""Tools for describing a player character."""
__all__ = ('Character',)
import re
import os
import warnings
from . import exceptions
import importlib.util
import jinja2
import os
import re
import subprocess
import warnings
from .stats import Ability, Skill, findattr, ArmorClass, Speed, Initiative
from .dice import read_dice_str
from . import (weapons, race, background, spells, armor, monsters,
exceptions, classes, features, magic_items)
from .weapons import Weapon
from .armor import Armor, NoArmor, Shield, NoShield
import jinja2
from dungeonsheets import (armor, background, classes, exceptions, features,
magic_items, monsters, race, spells, weapons)
from dungeonsheets.armor import Armor, NoArmor, NoShield, Shield
from dungeonsheets.dice import read_dice_str
from dungeonsheets.stats import (Ability, ArmorClass, Initiative, Skill, Speed,
findattr)
from dungeonsheets.weapons import Weapon
def read(fname):
@@ -56,7 +57,7 @@ multiclass_spellslots_by_level = {
class Character():
"""A generic player character.
"""
# General attirubtes
name = ""
@@ -130,7 +131,7 @@ class Character():
# Features IN MAJOR DEVELOPMENT
custom_features = list()
feature_choices = list()
def __init__(self, **attrs):
"""Takes a bunch of attrs and passes them to ``set_attrs``"""
self.clear()
@@ -172,10 +173,10 @@ class Character():
self._spells_prepared = list()
self.custom_features = list()
self.feature_choices = list()
def __str__(self):
return self.name
def __repr__(self):
return f"<{self.class_name}: {self.name}>"
@@ -193,7 +194,7 @@ class Character():
self.class_list.append(cls(level, owner=self,
subclass=subclass,
feature_choices=feature_choices))
def add_classes(self, classes_list=[], levels=[], subclasses=[],
feature_choices=[]):
if isinstance(classes_list, str):
@@ -218,7 +219,7 @@ class Character():
params['feature_choices'] = feature_choices
self.add_class(cls=cls, level=lvl, subclass=sub,
**params)
@property
def race(self):
return self._race
@@ -240,7 +241,7 @@ class Character():
warnings.warn(msg)
elif newrace is None:
self._race = race.Race(owner=self)
@property
def background(self):
return self._background
@@ -280,11 +281,11 @@ class Character():
@property
def levels(self):
return [c.level for c in self.class_list]
@property
def subclasses(self):
return list([c.subclass or '' for c in self.class_list])
@property
def level(self):
return sum(c.level for c in self.class_list)
@@ -295,7 +296,7 @@ class Character():
if self.num_classes > 1:
warnings.warn("Unable to tell which level to set. Updating "
"level of primary class {:s}".format(self.primary_class.name))
@property
def num_classes(self):
return len(self.class_list)
@@ -325,7 +326,7 @@ class Character():
if self.background is not None:
wp |= set(getattr(self.background, 'weapon_proficiencies', ()))
return tuple(wp)
@weapon_proficiencies.setter
def weapon_proficiencies(self, new_weapons):
self.other_weapon_proficiencies = tuple(new_weapons)
@@ -377,7 +378,7 @@ class Character():
def has_feature(self, feat):
return any([isinstance(f, feat) for f in self.features])
@property
def saving_throw_proficiencies(self):
if self.primary_class is None:
@@ -393,7 +394,7 @@ class Character():
@property
def spellcasting_classes(self):
return [c for c in self.class_list if c.is_spellcaster]
@property
def is_spellcaster(self):
return (len(self.spellcasting_classes) > 0)
@@ -431,7 +432,7 @@ class Character():
if self.race is not None:
spells |= set(self.race.spells_known) | set(self.race.spells_prepared)
return sorted(tuple(spells), key=(lambda x: (x.name)))
@property
def spells_prepared(self):
spells = set(self._spells_prepared)
@@ -525,16 +526,16 @@ class Character():
def spell_save_dc(self, class_type):
ability_mod = getattr(self, class_type.spellcasting_ability).modifier
return (8 + self.proficiency_bonus + ability_mod)
def spell_attack_bonus(self, class_type):
ability_mod = getattr(self, class_type.spellcasting_ability).modifier
return (self.proficiency_bonus + ability_mod)
def is_proficient(self, weapon: Weapon):
"""Is the character proficient with this item?
Considers class proficiencies and race proficiencies.
Parameters
----------
weapon
@@ -543,12 +544,12 @@ class Character():
Returns
-------
Boolean: is this character proficient with this weapon?
"""
all_proficiencies = self.weapon_proficiencies
is_proficient = any((isinstance(weapon, W) for W in all_proficiencies))
return is_proficient
@property
def proficiencies_text(self):
final_text = ""
@@ -584,7 +585,7 @@ class Character():
s = '(See Features Page)\n\n--' + s
s += '\n\n=================\n\n'
return s
@property
def magic_items_text(self):
s = ', '.join([f.name + ("**" if f.needs_implementation else "")
@@ -592,16 +593,16 @@ class Character():
if s:
s += ', '
return s
def wear_armor(self, new_armor):
"""Accepts a string or Armor class and replaces the current armor.
If a string is given, then a subclass of
:py:class:`~dungeonsheets.armor.Armor` is retrived from the
``armor.py`` file. Otherwise, an subclass of
:py:class:`~dungeonsheets.armor.Armor` can be provided
directly.
"""
if new_armor not in ('', 'None', None):
if isinstance(new_armor, armor.Armor):
@@ -610,16 +611,16 @@ class Character():
NewArmor = findattr(armor, new_armor)
new_armor = NewArmor()
self.armor = new_armor
def wield_shield(self, shield):
"""Accepts a string or Shield class and replaces the current armor.
If a string is given, then a subclass of
:py:class:`~dungeonsheets.armor.Shield` is retrived from the
``armor.py`` file. Otherwise, an subclass of
:py:class:`~dungeonsheets.armor.Shield` can be provided
directly.
"""
if shield not in ('', 'None', None):
try:
@@ -628,15 +629,15 @@ class Character():
# Not a string, so just treat it as Armor
NewShield = shield
self.shield = NewShield()
def wield_weapon(self, weapon):
"""Accepts a string and adds it to the list of wielded weapons.
Parameters
----------
weapon : str
Case-insensitive string with a name of the weapon.
"""
# Retrieve the weapon class from the weapons module
if isinstance(weapon, weapons.Weapon):
@@ -653,11 +654,11 @@ class Character():
raise AttributeError(f'Weapon "{weapon}" is not defined')
# Save it to the array
self.weapons.append(weapon_)
@property
def hit_dice(self):
"""What type and how many dice to use for re-gaining hit points.
To change, set hit_dice_num and hit_dice_faces."""
return ' + '.join([f'{c.level}d{c.hit_dice_faces}'
for c in self.class_list])
@@ -668,11 +669,11 @@ class Character():
if self.num_classes > 1:
warnings.warn("hit_dice_faces is not valid for multiclass characters")
return self.primary_class.hit_dice_faces
@hit_dice_faces.setter
def hit_dice_faces(self, faces):
self.primary_class.hit_dice_faces = faces
@property
def proficiency_bonus(self):
if self.level < 5:
@@ -686,7 +687,7 @@ class Character():
elif 17 <= self.level:
prof = 6
return prof
def can_assume_shape(self, shape: monsters.Monster):
return hasattr(self, 'Druid') and self.Druid.can_assume_shape(shape)
@@ -737,24 +738,24 @@ class Character():
f.write(text)
def to_pdf(self, filename, **kwargs):
from .make_sheets import make_sheet
from dungeonsheets.make_sheets import make_sheet
if filename.endswith('.pdf'):
filename = filename.replace('pdf', 'py')
make_sheet(filename, character=self,
flatten=kwargs.get('flatten', True))
def read_character_file(filename):
"""Create a character object from the given definition file.
The definition file should be an importable python file, filled
with variables describing the character.
Parameters
----------
filename : str
The path to the file that will be imported.
"""
# Parse the file name
dir_, fname = os.path.split(os.path.abspath(filename))
@@ -792,7 +793,7 @@ class Barbarian(Character):
attrs['classes'] = ['Barbarian']
attrs['levels'] = [level]
super().__init__(**attrs)
class Bard(Character):
def __init__(self, level=1, **attrs):
@@ -869,4 +870,3 @@ class Wizard(Character):
attrs['classes'] = ['Wizard']
attrs['levels'] = [level]
super().__init__(**attrs)
+13 -13
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@@ -2,19 +2,19 @@ __all__ = ('CharClass', 'Barbarian', 'Bard', 'Cleric', 'Druid', 'Fighter',
'Monk', 'Paladin', 'Ranger', 'Rogue', 'Sorceror', 'Warlock',
'Wizard', 'RevisedRanger', 'available_classes')
from .classes import CharClass
from .barbarian import Barbarian
from .bard import Bard
from .cleric import Cleric
from .druid import Druid
from .fighter import Fighter
from .monk import Monk
from .paladin import Paladin
from .ranger import (Ranger, RevisedRanger)
from .rogue import Rogue
from .sorceror import Sorceror
from .warlock import Warlock
from .wizard import Wizard
from dungeonsheets.classes.barbarian import Barbarian
from dungeonsheets.classes.bard import Bard
from dungeonsheets.classes.classes import CharClass
from dungeonsheets.classes.cleric import Cleric
from dungeonsheets.classes.druid import Druid
from dungeonsheets.classes.fighter import Fighter
from dungeonsheets.classes.monk import Monk
from dungeonsheets.classes.paladin import Paladin
from dungeonsheets.classes.ranger import Ranger, RevisedRanger
from dungeonsheets.classes.rogue import Rogue
from dungeonsheets.classes.sorceror import Sorceror
from dungeonsheets.classes.warlock import Warlock
from dungeonsheets.classes.wizard import Wizard
available_classes = [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin,
Ranger, Rogue, Sorceror, Warlock, Wizard, RevisedRanger]
+5 -4
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@@ -1,7 +1,8 @@
from .. import (features, weapons)
from .classes import (CharClass, SubClass)
from collections import defaultdict
from dungeonsheets import features, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
# PHB
class BerserkerPath(SubClass):
@@ -78,7 +79,7 @@ class AncestralGuardianPath(SubClass):
features_by_level[10] = [features.ConsultTheSpirits]
features_by_level[14] = [features.VengefulAncestors]
class StormHeraldPath(SubClass):
"""All barbarians harbor a fury within. Their rage grants them superior
strength, durability, and speed. Barbarians who follow the Path of the
@@ -118,7 +119,7 @@ class ZealotPath(SubClass):
features_by_level[6] = [features.FanaticalFocus]
features_by_level[10] = [features.ZealousPresence]
features_by_level[14] = [features.RageBeyondDeath]
class Barbarian(CharClass):
name = 'Barbarian'
+3 -2
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@@ -1,7 +1,8 @@
from .. import (weapons, features)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
# PHB
class CollegeOfLore(SubClass):
+7 -6
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@@ -1,5 +1,6 @@
from collections import defaultdict
from ..features import Feature, FeatureSelector
from dungeonsheets.features import Feature, FeatureSelector
class CharClass():
@@ -58,8 +59,8 @@ class CharClass():
def select_subclass(self, subclass_str):
"""
Return a SubClass object corresponding to given string.
Intended to be replaced by classes so they can
Intended to be replaced by classes so they can
define their own methods of picking subclass by string.
"""
if subclass_str in ['', 'None', 'none', None]:
@@ -94,7 +95,7 @@ class CharClass():
subcls.spell_slots_by_level)
self.spells_known.extend([S() for S in subcls.spells_known])
self.spells_prepared.extend([S() for S in subcls.spells_prepared])
@property
def features(self):
features = ()
@@ -106,7 +107,7 @@ class CharClass():
def is_spellcaster(self):
result = (self.spellcasting_ability is not None)
return result
def spell_slots(self, spell_level):
"""How many spells slots are available for this spell level."""
if self.spell_slots_by_level is None:
@@ -119,7 +120,7 @@ class CharClass():
if isinstance(self.subclass, SubClass):
s += ' ({:s})'.format(str(self.subclass))
return s
def __repr__(self):
return '\"{:s}\"'.format(str(self))
+3 -3
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@@ -1,7 +1,8 @@
from .. import (weapons, features, spells)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, spells, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
class ClericDomain(SubClass):
name = "Generic Cleric Domain"
@@ -382,4 +383,3 @@ class Cleric(CharClass):
19: (5, 4, 3, 3, 3, 3, 2, 1, 1, 1),
20: (5, 4, 3, 3, 3, 3, 2, 2, 1, 1),
}
+1 -1
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@@ -1,5 +1,5 @@
from .. import (weapons, features, spells)
from collections import defaultdict
from dungeonsheets import features, spells, weapons
# Custom Classes
+6 -6
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@@ -1,9 +1,10 @@
from ..stats import findattr
from .. import (weapons, monsters, exceptions, features)
from .classes import CharClass, SubClass
from collections import defaultdict
import warnings
import math
import warnings
from collections import defaultdict
from dungeonsheets import exceptions, features, monsters, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
from dungeonsheets.stats import findattr
# PHB
@@ -296,4 +297,3 @@ class Druid(CharClass):
warnings.warn("Druids cannot learn spells, "
"use ``spells_prepared`` instead.",
RuntimeWarning)
+10 -9
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@@ -1,7 +1,8 @@
from .. import (weapons, features)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
# PHB
class Champion(SubClass):
@@ -18,7 +19,7 @@ class Champion(SubClass):
features_by_level[10] = [features.AdditionalFightingStyle]
features_by_level[15] = [features.SuperiorCritical]
features_by_level[18] = [features.Survivor]
class BattleMaster(SubClass):
"""Those who emulate the archetypal Battle Master employ martial techniques
@@ -34,7 +35,7 @@ class BattleMaster(SubClass):
features_by_level[3] = [features.CombatSuperiority, features.StudentOfWar]
features_by_level[7] = [features.KnowYourEnemy]
features_by_level[15] = [features.Relentless]
class EldritchKnight(SubClass):
"""The archetypal Eldritch Knight combines the martial mastery common to all
@@ -79,7 +80,7 @@ class EldritchKnight(SubClass):
19: (3, 4, 3, 3, 1, 0, 0, 0, 0, 0),
20: (3, 4, 3, 3, 1, 0, 0, 0, 0, 0),
}
# SCAG
class PurpleDragonKnight(SubClass):
@@ -106,7 +107,7 @@ class PurpleDragonKnight(SubClass):
features_by_level[7] = [features.RoyalEnvoy]
features_by_level[10] = [features.InspiringSurge]
features_by_level[15] = [features.Bulwark]
# XGTE
class ArcaneArcher(SubClass):
@@ -125,7 +126,7 @@ class ArcaneArcher(SubClass):
features_by_level[3] = [features.ArcaneArcherLore, features.ArcaneShot]
features_by_level[7] = [features.MagicArrow, features.CurvingShot]
features_by_level[15] = [features.EverReadyShot]
class Cavalier(SubClass):
"""The archetypal Cavalier excels at mounted combat. Usually born among the
@@ -145,7 +146,7 @@ class Cavalier(SubClass):
features_by_level[10] = [features.HoldTheLine]
features_by_level[15] = [features.FerociousCharger]
features_by_level[18] = [features.VigilantDefender]
class Samurai(SubClass):
"""The Samurai is a fighter who draws on an implacable fighting spirit to
@@ -162,7 +163,7 @@ class Samurai(SubClass):
features_by_level[15] = [features.RapidStrike]
features_by_level[18] = [features.StrengthBeforeDeath]
# Custom
class Gunslinger(SubClass):
"""Most warriors and combat specialists spend their years perfecting the
+4 -3
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@@ -1,9 +1,10 @@
__all__ = ('Monk')
from .. import (features, weapons)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
# PHB
class OpenHandWay(SubClass):
@@ -38,7 +39,7 @@ class ShadowWay(SubClass):
features_by_level[6] = [features.ShadowStep]
features_by_level[11] = [features.CloakOfShadows]
features_by_level[17] = [features.Opportunist]
class FourElementsWay(SubClass):
"""You follow a monastic tradition that teaches you to harness the
+3 -2
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@@ -1,7 +1,8 @@
from .. import (weapons, features, spells)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, spells, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
class PaladinOath(SubClass):
name = "Generic Paladin Oath"
+3 -3
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@@ -1,9 +1,10 @@
__all__ = ('Ranger', 'RevisedRanger')
from .. import (weapons, features, spells)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, spells, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
# PHB
class Hunter(SubClass):
@@ -292,4 +293,3 @@ class RevisedRanger(Ranger):
features_by_level[18] = [features.FeralSenses]
features_by_level[20] = [features.FoeSlayer]
subclasses_available = (BeastConclave, HunterConclave, DeepStalkerConclave)
+3 -2
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@@ -1,7 +1,8 @@
from .. import (weapons, features)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
# PHB
class Thief(SubClass):
+3 -2
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@@ -1,7 +1,8 @@
from .. import (weapons, features)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
# PHB
class DraconicBloodline(SubClass):
+3 -2
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@@ -1,7 +1,8 @@
from .. import (weapons, features, spells)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, spells, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
# PHB
class Archfey(SubClass):
+4 -4
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@@ -1,7 +1,8 @@
from .. import (weapons, features)
from .classes import CharClass, SubClass
from collections import defaultdict
from dungeonsheets import features, weapons
from dungeonsheets.classes.classes import CharClass, SubClass
# PHB
class Abjuration(SubClass):
@@ -152,7 +153,7 @@ class Transmutation(SubClass):
# SCAG
class Bladesinging(SubClass):
"""**Restriction: Elves Only**
Bladesingers are elves who bravely defend their people and lands. They are
elf wizards who master a school of sword fighting grounded in a tradition
of arcane magic. In combat, a bladesinger uses a series of intricate,
@@ -247,4 +248,3 @@ class Wizard(CharClass):
20: (5, 4, 3, 3, 3, 3, 2, 2, 1, 1),
}
+3 -3
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@@ -1,20 +1,20 @@
import re
from collections import namedtuple
from .exceptions import DiceError
from dungeonsheets.exceptions import DiceError
dice_re = re.compile('(\d+)d(\d+)', flags=re.I)
Dice = namedtuple('Dice', ('num', 'faces'))
def read_dice_str(dice_str):
"""Interpret a D&D dice string, eg. 3d10.
Returns
-------
dice : tuple
A named tuple with the scheme (num, faces), so '3d10' return
(num=3, faces=10)
"""
match = dice_re.match(dice_str)
if match is None:
+16 -17
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@@ -1,17 +1,16 @@
from .features import Feature, create_feature
from .barbarian import *
from .bard import *
from .cleric import *
from .druid import *
from .fighter import *
from .monk import *
from .paladin import *
from .ranger import *
from .rogue import *
from .sorceror import *
from .warlock import *
from .wizard import *
from .races import *
from .backgrounds import *
from .feats import *
from dungeonsheets.features.backgrounds import *
from dungeonsheets.features.barbarian import *
from dungeonsheets.features.bard import *
from dungeonsheets.features.cleric import *
from dungeonsheets.features.druid import *
from dungeonsheets.features.feats import *
from dungeonsheets.features.features import Feature, create_feature
from dungeonsheets.features.fighter import *
from dungeonsheets.features.monk import *
from dungeonsheets.features.paladin import *
from dungeonsheets.features.races import *
from dungeonsheets.features.ranger import *
from dungeonsheets.features.rogue import *
from dungeonsheets.features.sorceror import *
from dungeonsheets.features.warlock import *
from dungeonsheets.features.wizard import *
+1 -1
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@@ -1,4 +1,4 @@
from .features import Feature
from dungeonsheets.features.features import Feature
class ShelterOfTheFaithful(Feature):
+2 -3
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@@ -1,5 +1,5 @@
from .features import Feature, FeatureSelector
from .. import (weapons, armor)
from dungeonsheets import armor, weapons
from dungeonsheets.features.features import Feature, FeatureSelector
# PHB
@@ -864,4 +864,3 @@ class RageBeyondDeath(Feature):
"""
name = "Rage Beyond Death"
source = "Barbarian (Zealot)"
+3 -2
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@@ -1,5 +1,6 @@
from .features import Feature, FeatureSelector
from .ranger import Dueling, TwoWeaponFighting
from dungeonsheets.features.features import Feature, FeatureSelector
from dungeonsheets.features.ranger import Dueling, TwoWeaponFighting
# PHB
class BardicInspiration(Feature):
+32 -32
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@@ -1,5 +1,5 @@
from .features import Feature
from .. import spells
from dungeonsheets import spells
from dungeonsheets.features.features import Feature
# Cleric Features
@@ -33,7 +33,7 @@ class ChannelDivinity(Feature):
return "Channel Divinity (2x/SR)"
else:
return "Channel Divinity (3x/SR)"
class TurnUndead(Feature):
"""As an action, you present your holy symbol and speak a prayer censuring the
@@ -76,7 +76,7 @@ class DestroyUndead(Feature):
name = self._name + ' (CR 4)'
return name
class DivineIntervention(Feature):
"""Beginning at 10th level, you can call on your deity to intervene on your
behalf when your need is great.
@@ -104,7 +104,7 @@ class DivineStrike(Feature):
"""
_name = "Divine Strike"
source = "Cleric"
@property
def name(self):
level = self.owner.Cleric.level
@@ -112,7 +112,7 @@ class DivineStrike(Feature):
if level >= 14:
damage = ' (2d8)'
return self._name + damage
# Knowledge Domain
class BlessingsOfKnowledge(Feature):
@@ -349,7 +349,7 @@ class DampenElements(Feature):
name = "Dampen Elements"
source = "Cleric (Nature Domain)"
class DivineStrikeNature(DivineStrike):
"""At 8th level, you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit a creature with a
@@ -359,7 +359,7 @@ class DivineStrikeNature(DivineStrike):
"""
source = "Cleric (Nature Domain)"
class MasterOfNature(Feature):
"""At 17th level, you gain the ability to command animals and plant
@@ -403,7 +403,7 @@ class DestructiveWrath(ChannelDivinity):
"""
name = "Channel Divinity: Destructive Wrath"
source = "Cleric (Tempest Domain)"
class ThunderboltStrike(Feature):
"""At 6th level, when you deal lightning damage to a Large or smaller
@@ -687,7 +687,7 @@ class SaintOfForgeAndFire(Feature):
powerful:
You gain immunity to fire damage.
While wearing heavy armor, you have resistance to bludgeoning, piercing,
and slashing damage from non-magical attacks
@@ -780,50 +780,50 @@ class KeeperOfSouls(Feature):
source = "Cleric (Grave Domain)"
class Reaper(Feature):
"""At 1st level, you learn one necromancy cantrip of your choice from any
spell list. When you cast a necromancy cantrip that normally targets only
one creature, the spell can instead target two creatures within range and
"""At 1st level, you learn one necromancy cantrip of your choice from any
spell list. When you cast a necromancy cantrip that normally targets only
one creature, the spell can instead target two creatures within range and
within 5 feet of each other.
"""
name = "Reaper"
source = "Cleric (Death Domain)"
class TouchOfDeathCleric(Feature):
"""Starting at 2nd level, you can use Channel Divinity to destroy another
creature's life force by touch. When you hit a creature with a melee
attack, you can use Channel Divinity to deal extra necrotic damage to
the target. The damage equals 5 + twice your cleric level.
"""Starting at 2nd level, you can use Channel Divinity to destroy another
creature's life force by touch. When you hit a creature with a melee
attack, you can use Channel Divinity to deal extra necrotic damage to
the target. The damage equals 5 + twice your cleric level.
"""
name = "Channel Divinity: Touch of Death"
source = "Cleric (Death Domain)"
class InescapableDestruction(Feature):
"""Starting at 6th level, your ability to channel negative energy becomes
more potent. Necrotic damage dealt by your cleric spells and Channel
"""Starting at 6th level, your ability to channel negative energy becomes
more potent. Necrotic damage dealt by your cleric spells and Channel
Divinity options ignores resistance to necrotic damage
"""
name = "Inescapable Destruction"
source = "Cleric (Death Domain)"
class DivineStrikeDeath(DivineStrike):
"""At 8th level, you gain the ability to infuse your weapon strikes with
necrotic energy. Once on each of your turns when you hit a creature with
a weapon attack, you can cause the attack to deal an a 1d8 necrotic
damage to the target. When you reach 14th level, the extra damage
"""At 8th level, you gain the ability to infuse your weapon strikes with
necrotic energy. Once on each of your turns when you hit a creature with
a weapon attack, you can cause the attack to deal an a 1d8 necrotic
damage to the target. When you reach 14th level, the extra damage
increases to 2d8.
"""
source = "Cleric (Death Domain)"
class ImprovedReaper(Feature):
"""Starting at 17th level, when you cast a necromancy spell of 1st through
5th level that targets only one creature, the spell can instead target two
creatures within range and within 5 feet of each other. If the spell
"""Starting at 17th level, when you cast a necromancy spell of 1st through
5th level that targets only one creature, the spell can instead target two
creatures within range and within 5 feet of each other. If the spell
consumes its material components, you must provide them for each target.
"""
name = "Improved Reaper"
source = "Cleric (Death Domain)"
source = "Cleric (Death Domain)"
+2 -3
View File
@@ -1,5 +1,5 @@
from .features import Feature, FeatureSelector
from .. import spells
from dungeonsheets import spells
from dungeonsheets.features.features import Feature, FeatureSelector
# PHB
@@ -695,4 +695,3 @@ class FungalBody(Feature):
name = "Fungal Body"
source = "Druid (Circle of Spores)"
+1 -1
View File
@@ -1,4 +1,4 @@
from .features import Feature
from dungeonsheets.features.features import Feature
# PHB
+5 -5
View File
@@ -1,17 +1,17 @@
from .. import weapons
from dungeonsheets import weapons
def create_feature(**params):
"""Create a new subclass of ``Feature`` with given default parameters.
Useful for features that haven't been entered into the ``features.py``
file yet.
Parameters
----------
params : optional
Saved as attributes of the new class.
Returns
-------
NewFeature
@@ -48,7 +48,7 @@ class Feature():
def __repr__(self):
return "\"{:s}\"".format(self.name)
def weapon_func(self, weapon: weapons.Weapon, **kwargs):
"""
Updates weapon based on the Feature property
+4 -3
View File
@@ -1,6 +1,7 @@
from .ranger import Archery, Defense, Dueling, TwoWeaponFighting
from .features import Feature, FeatureSelector
from .. import (weapons, armor)
from dungeonsheets import armor, weapons
from dungeonsheets.features.features import Feature, FeatureSelector
from dungeonsheets.features.ranger import (Archery, Defense, Dueling,
TwoWeaponFighting)
# Features added for all PHB classes
# SCAG and XGTE needed
+14 -15
View File
@@ -1,5 +1,5 @@
from .features import Feature
from .. import (weapons, armor, spells)
from dungeonsheets import armor, spells, weapons
from dungeonsheets.features.features import Feature
class UnarmoredDefenseMonk(Feature):
@@ -78,7 +78,7 @@ class Ki(Feature):
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.
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:
@@ -103,7 +103,7 @@ class FlurryOfBlows(Feature):
name = "Flurry of Blows"
source = "Monk"
class PatientDefense(Feature):
"""You can spend 1 ki point to take the Dodge action as a bonus action on your
turn
@@ -213,7 +213,7 @@ class KiEmpoweredStrikes(Feature):
name = "Ki-Empowered Strikes"
source = "Monk"
class StillnessOfMind(Feature):
"""Starting at 7th level, you can use your action to end one effect on
yourself that is causing you to be charmed or frightened
@@ -272,7 +272,7 @@ class EmptyBody(Feature):
"""
name = "Empty Body"
source = "Monk"
class PerfectSelf(Feature):
"""At 20th level, when you roll for initiative and have no ki points
@@ -399,10 +399,10 @@ class DiscipleOfTheElements(Feature):
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.
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
@@ -467,7 +467,7 @@ class BreathOfWinter(Feature):
class ClenchOfTheNorthWind(Feature):
"""You can spend 3 ki points to cast hold person.
**Prerequisite**: 6th Level
"""
@@ -485,7 +485,7 @@ class EternalMountainDefense(Feature):
source = "Monk (Way of the Four Elements)"
spells_known = (spells.Stoneskin,)
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
@@ -672,7 +672,7 @@ class MasteryOfDeath(Feature):
"""
name = "Mastery of Death"
source = "Monk (Way of the Sun Soul)"
class TouchOfTheLongDeath(Feature):
"""Starting at 17th level, your touch can channel the energy of death into a
@@ -684,7 +684,7 @@ class TouchOfTheLongDeath(Feature):
"""
name = "Touch of the Long Death"
source = "Monk (Way of the Sun Soul)"
# Way of the Sun Soul
class RadiantSunBolt(Feature):
@@ -706,7 +706,7 @@ class RadiantSunBolt(Feature):
def __init__(self, owner=None):
super().__init__(owner=owner)
self.owner.wield_weapon("sun bolt")
class SearingArcStrike(Feature):
"""At 6th level, you gain the ability to channel your ki into searing waves of
@@ -751,7 +751,7 @@ class SunShield(Feature):
"""
name = "Sun Shield"
source = "Monk (Way of the Sun Soul)"
# Way of the Drunken Master
class DrunkenTechnique(Feature):
@@ -883,4 +883,3 @@ class UnerringAccuracy(Feature):
"""
name = "Unerring Accuracy"
source = "Monk (Way of the Kensei)"
+4 -4
View File
@@ -1,7 +1,7 @@
from .features import Feature, FeatureSelector
from .ranger import Defense, Dueling
from .fighter import GreatWeaponFighting, Protection
from .. import (weapons, armor)
from dungeonsheets import armor, weapons
from dungeonsheets.features.features import Feature, FeatureSelector
from dungeonsheets.features.fighter import GreatWeaponFighting, Protection
from dungeonsheets.features.ranger import Defense, Dueling
# PHB
+2 -2
View File
@@ -1,5 +1,5 @@
from .features import Feature
from .. import armor, spells
from dungeonsheets import armor, spells
from dungeonsheets.features.features import Feature
# Many Classes
+20 -21
View File
@@ -1,6 +1,6 @@
from .features import Feature, FeatureSelector
from .. import (weapons, armor)
from .rogue import UncannyDodge, Evasion
from dungeonsheets import armor, weapons
from dungeonsheets.features.features import Feature, FeatureSelector
from dungeonsheets.features.rogue import Evasion, UncannyDodge
# PHB
@@ -42,9 +42,9 @@ class NaturalExplorer(Feature):
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.
(such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
@@ -73,16 +73,16 @@ class Archery(Feature):
if isinstance(weapon, weapons.RangedWeapon):
weapon.attack_bonus += 2
class Defense(Feature):
"""
While you are wearing armor, you gain a +1 bonus to AC (included in
While you are wearing armor, you gain a +1 bonus to AC (included in
stats on Character Sheet).
"""
name = "Fighting Style (Defense)"
source = "Ranger"
class Dueling(Feature):
"""When you are wielding a melee weapon in one hand and no other weapons, you
gain a +2 bonus to damage rolls with that weapon.
@@ -99,7 +99,7 @@ class Dueling(Feature):
and "two-handed" not in weapon.properties.lower()):
weapon.damage_bonus += 2
class TwoWeaponFighting(Feature):
"""When you engage in two-weapon fighting, you can add your ability modifier
to the damage of the second attack.
@@ -114,7 +114,7 @@ class RangerFightingStyle(FeatureSelector):
Select a Fighting Style by choosing in feature_choices:
archery
defense
dueling
@@ -205,7 +205,7 @@ class FoeSlayer(Feature):
name = "Foe Slayer"
source = "Ranger"
# Hunter
class ColossusSlayer(Feature):
"""Your tenacity can wear down the most potent foes. When you hit a creature
@@ -253,7 +253,7 @@ class HuntersPrey(FeatureSelector):
'horde breaker': HordeBreaker}
name = "Hunter's Prey (Select One)"
source = "Ranger (Hunter)"
class EscapeTheHorde(Feature):
"""Opportunity attacks against you are made with disadvantage
@@ -348,7 +348,7 @@ class SuperiorHuntersDefense(FeatureSelector):
file from one of:
evasion
stand against the tide
uncanny dodge
@@ -515,7 +515,7 @@ class PlanarWarrior(Feature):
else:
return self._name + " (2d8/f)"
class EtherealStep(Feature):
"""At 7th level, you learn to step through the Ethereal Plane. As a bonus
action, you can cast the etherealncss spell with this feature, without
@@ -584,7 +584,7 @@ class SlayersPrey(Feature):
name = "Slayer's Prey"
source = "Ranger (Monster Slayer)"
class SupernaturalDefense(Feature):
"""At 7th level, you gain extra resilience against your prey's assaults on
your mind and body. Whenever the target of your Slayer's Prey forces you to
@@ -620,7 +620,7 @@ class SlayersCounter(Feature):
"""
name = "Slayer's Counter"
source = "Ranger (Monster Slayer)"
# Revised Ranger
class FavoredEnemyRevised(Feature):
@@ -660,14 +660,14 @@ class NaturalExplorerRevised(Feature):
--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.
@@ -675,7 +675,7 @@ class NaturalExplorerRevised(Feature):
name = "Natural Explorer"
source = "Revised Ranger"
class PrimevalAwarenessRevised(Feature):
"""Beginning at 3rd level, your mastery of ranger lore allows you to establish
a powerful link to beasts and to the land around you.
@@ -720,7 +720,7 @@ class GreaterFavoredEnemy(Feature):
name = "Greated Favored Enemy"
source = "Revised Ranger"
class FleetOfFoot(Feature):
"""Beginning at 8th level, you can use the Dash action as a bonus action on
your turn.
@@ -880,4 +880,3 @@ class StalkersDodge(Feature):
"""
name = "Stalker's Dodge"
source = "Revised Ranger (Deep Stalker Conclave)"
+10 -10
View File
@@ -1,13 +1,14 @@
from .features import Feature
from math import ceil
from dungeonsheets.features.features import Feature
# PHB
class RogueExpertise(Feature):
"""At 1st level, choose two of your skill proficiencies, or one of your skill
proficiencies and your proficiency with thieves' tools. Your proficiency
bonus is doubled for any ability check you make that uses either of the
chosen proficiencies.
chosen proficiencies.
At 6th level, you can choose two more of your
proficiencies (in skills or with thieves' tools) to gain this benefit.
@@ -136,7 +137,7 @@ class FastHands(Feature):
name = "Fast Hands"
source = "Rogue (Thief)"
class SecondStoryWork(Feature):
"""When you choose this archetype at 3rd level, you gain the ability to climb
faster than normal; climbing no longer costs you extra movement. In
@@ -237,10 +238,10 @@ class DeathStrike(Feature):
class MageHandLegerdemain(Feature):
"""Starting at 3rd level, when you cast mage hand, you can make the spectral
hand invisible, and you can perform the following additional tasks with it:
You can stow one object the hand is holding in a container worn or
carried by another creature.
You can retrieve an object in a container worn or carried by another
creature.
@@ -342,7 +343,7 @@ class SteadyEye(Feature):
name = "Steady Eye"
source = "Rogue (Inquisitive)"
class UnerringEye(Feature):
"""Beginning at 13th level, your senses are almost im« possible to foil. As an
action, you sense the presence of illusions, shapechangers not in their
@@ -393,7 +394,7 @@ class MasterOfTactics(Feature):
name = "Master of Tactics"
source = "Rogue (Mastermind)"
class InsightfulManipulator(Feature):
"""Starting at 9th level, if you spend at least 1 minute observing or
interacting with another creature outside combat, you can learn certain
@@ -460,7 +461,7 @@ class Survivalist(Feature):
pro- ficiencies
"""
def __init__(self, owner=None):
super().__init__(owner=owner)
self.owner.skill_expertise += ("nature", "survival")
@@ -486,7 +487,7 @@ class AmbushMaster(Feature):
"""
name = "Ambush Master"
source = "Rogue (Scout)"
class SuddenStrike(Feature):
"""Starting at 17th level, you can strike with deadly speed. If you take the
@@ -566,5 +567,4 @@ class MasterDuelist(Feature):
"""
name = "Master Duelist"
source = "Rogue (Swashbuckler)"
+12 -12
View File
@@ -1,5 +1,5 @@
from .features import Feature
from .. import spells
from dungeonsheets import spells
from dungeonsheets.features.features import Feature
# PHB
@@ -218,9 +218,9 @@ class DragonAncestor(Feature):
type associated with each dragon is used by features you gain later
Dragon : Damage
Black : Acid
Blue : Lightning
Brass : Fire
@@ -236,7 +236,7 @@ class DragonAncestor(Feature):
Red : Fire
Silver : Cold
White : Cold
You can speak, read, and write Draconic. Additionally, whenever you make a
@@ -271,7 +271,7 @@ class ElementalAdept(Feature):
name = "Elemental Adept"
source = "Sorceror (Feats)"
class DragonWings(Feature):
"""At 14th level, you gain the ability to sprout a pair of dragon wings from
your back, gaining a flying speed equal to your current speed. You can
@@ -395,7 +395,7 @@ class EyesOfTheDark(Feature):
spells_known = (spells.Darkness,)
spells_prepared = (spells.Darkness,)
class StrengthOfTheGrave(Feature):
"""Starting at lst level, your existence in a twilight state between life
and death makes you difficult to defeat. When damage reduces you to 0 hit
@@ -419,18 +419,18 @@ class HoundOfIllOmen(Feature):
following changes:
The hound is size Medium, not Large, and it counts as a monstrosity, not
a beast.
a beast.
It appears with a number of temporary hit points equal to half your
sorcerer level.
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.
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
@@ -469,7 +469,7 @@ class UmbralForm(Feature):
name = "Umbral Form"
source = "Sorceror (Shadow Magic)"
# Storm Sorcery
class TempestuousMagic(Feature):
"""Starting at 1st level, you can use a bonus action on your turn to cause
+2 -3
View File
@@ -1,5 +1,5 @@
from .features import (Feature, FeatureSelector)
from .. import spells, weapons
from dungeonsheets import spells, weapons
from dungeonsheets.features.features import Feature, FeatureSelector
# Features
@@ -1029,4 +1029,3 @@ class TrickstersEscape(Invocation):
"""
name = "Tricksters Escape"
+9 -9
View File
@@ -1,5 +1,5 @@
from .features import (Feature, FeatureSelector)
from .. import spells, weapons
from dungeonsheets import spells, weapons
from dungeonsheets.features.features import Feature, FeatureSelector
# PHB
@@ -114,7 +114,7 @@ class ConjurationSavant(Feature):
"""
name = "Conjuration Savant"
source = "Wizard (School of Conjuration)"
class MinorIllusion(Feature):
"""Starting at 2nd level when you select this school, you can use your action
@@ -320,7 +320,7 @@ class EvocationSavant(Feature):
name = "Evocation Savant"
source = "Wizard (School of Evocation)"
class SculptSpells(Feature):
"""Beginning at 2nd level, you can create pockets of relative safety within the
effects of your evocation spells. When you cast an evocation spell that
@@ -456,7 +456,7 @@ class UndeadThralls(Feature):
there already. When you cast animate dead, you can target one additional
corpse or pile of bones, creating another zombie or skeleton, as
appropriate. Whenever you create an undead using a necromancy spell, it has
additional benefits:
additional benefits:
The creature's hit point maximum is increased by an amount equal to your
wizard level.
@@ -478,7 +478,7 @@ class InuredToUndeath(Feature):
"""
name = "Inured to Undeath"
source = "Wizard (School of Necromancy)"
class CommandUndead(Feature):
"""Starting at 14th level, you can use magic to bring undead under your
@@ -534,7 +534,7 @@ class TransmutersStone(Feature):
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
@@ -581,7 +581,7 @@ class MasterTransmuter(Feature):
**Restore Life**: You cast the raise dead spell on a creature you touch
with the transmuter's stone, without expending a spell slot or needing to
have the spell in your spellbook.
have the spell in your spellbook.
**Restore Youth**: You touch the transmuter's stone to a willing creature,
and that creature's apparent age is reduced by 3d10 years, to a minimum of
@@ -613,7 +613,7 @@ class Bladesong(Feature):
You gain a bonus to any Constitution saving throw you make to maintain
your concentration on a spell. The bonus equals your Intelligence modifier
(minimum of +l).
(minimum of +l).
You can use this feature twice. You regain all expended uses of it when
you finish a short or long rest.
+26 -26
View File
@@ -2,7 +2,7 @@
shape forms."""
from .stats import Ability
from dungeonsheets.stats import Ability
class Monster():
@@ -25,7 +25,7 @@ class Monster():
fly_speed = 0
hp_max = 10
hit_dice = '1d6'
@property
def is_beast(self):
is_beast = 'beast' in self.description.lower()
@@ -36,12 +36,12 @@ class Ankylosaurus(Monster):
"""Thick armor plating covers the body of the plant-eating dinosaur
ankylosaurus, which defends itself against predators with a
knobbed tail that delivers a devastating strike.
**Tail:** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one
target. *Hit:* 18 (4d6+4) bludgeoning damage. If the target is a
creature, it must succeed on a DC 14 Strength saving throw or be
knocked prone.
"""
name = "Ankylosaurus"
description = "Huge beast, unaligned"
@@ -64,13 +64,13 @@ class Ankylosaurus(Monster):
class Ape(Monster):
"""**Multiattack:** The ape makes two fist attacks.
**Fist:** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one
target. *Hit:* 6 (1d6+3) bludgeoning damage.
**Rock:** *Ranged Weapon Attack:* +5 to hit, range 25/50 ft., one
target. *Hit:* 6 (1d6+3) bludgeoning damage.
"""
name = "Ape"
description = "Medium beast, unaligned"
@@ -93,12 +93,12 @@ class Ape(Monster):
class Crocodile(Monster):
"""**Hold Breath:** The crocodile can hold its breath for 15 minutes.
**Bite:** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one
creature. *Hit:* 7 (1d10+2) piercing damage, and the target is
Grappled (escape DC 12). Until this grapple ends, the target is
Restrained, and the crocodile can't bite another target.
"""
name = "Crocodile"
description = "Large beast, unaligned"
@@ -123,19 +123,19 @@ class GiantEagle(Monster):
understands Speech in the Common tongue. A mated pair of giant
eagles typically has up to four eggs or young in their nest (treat
the young as normal eagles).
**Keen Sight:** The eagle has advantage on Wisdom (Perception)
checks that rely on sight.
**Multiattack:** The eagle makes two attacks: one with its beak
and one with its talons.
**Beak:** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one
target. *Hit:* 6 (1d6 + 3) piercing damage.
**Talons:** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one
target. *Hit:* 10 (2d6 + 3) slashing damage.
"""
name = "Giant eagle"
description = "Large beast, neutral good"
@@ -161,17 +161,17 @@ class Spider(Monster):
"""**Spider Climb:** The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
**Web Sense:** While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web.
**Web Walker:** The spider ignores Movement restrictions caused by
webbing.
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage, and the target must succeed on a
DC 9 Constitution saving throw or take 2 (1d4) poison damage.
"""
name = "Spider"
description = "Tiny beast, unaligned"
@@ -193,17 +193,17 @@ class Spider(Monster):
class SwarmOfRats(Monster):
"""**Keen Smell:** The swarm has advantage on Wisdom (Perception)
checks that rely on smell.
**Swarm:** The swarm can occupy another creature's space and vice
versa, and the swarm can move through any opening large enough
for a Tiny rat. The swarm can't regain Hit Points or gain
Temporary Hit Points.
**Bites:** Melee Weapon Attack: +2 to hit, reach 0 ft., one target
in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half of its Hit Points or
fewer.
"""
name = "Swarm of Rats"
description = "Medium swarm of tiny beasts, unaligned"
@@ -228,10 +228,10 @@ class SwarmOfRats(Monster):
class Rat(Monster):
"""**Keen Smell:** The rat has advantage on Wisdom (Perception) checks
that rely on smell.
**Bite:** Melee Weapon Attack: +0 to hit, reach 5 ft., one
target. Hit: 1 piercing damage.
"""
name = "Rat"
description = "Tiny beast, unaligned"
@@ -253,16 +253,16 @@ class Rat(Monster):
class Wolf(Monster):
"""**Keen Hearing and Smell.** The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
**Pack Tactics.** The wolf has advantage on an attack roll against a
creature if at least one of the wolf's allies is within 5 ft. of
the creature and the ally isn't incapacitated. Actions
**Bite.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one
target. *Hit:* (2d4+2) piercing damage. If the target is a
creature, it must succeed on a DC 11 Strength saving throw or be
knocked prone
"""
name = "Wolf"
description = "Medium beast, unaligned"
+3 -2
View File
@@ -1,7 +1,8 @@
from . import (weapons, spells)
from . import features as feats
from collections import defaultdict
from dungeonsheets import features as feats
from dungeonsheets import spells, weapons
class Race():
name = "Unknown"
+27 -27
View File
@@ -1,27 +1,27 @@
from .spells import Spell, create_spell
from .spells_a import *
from .spells_b import *
from .spells_c import *
from .spells_d import *
from .spells_e import *
from .spells_f import *
from .spells_g import *
from .spells_h import *
from .spells_i import *
from .spells_j import *
from .spells_k import *
from .spells_l import *
from .spells_m import *
from .spells_n import *
from .spells_o import *
from .spells_p import *
from .spells_q import *
from .spells_r import *
from .spells_s import *
from .spells_t import *
from .spells_u import *
from .spells_v import *
from .spells_w import *
from .spells_x import *
from .spells_y import *
from .spells_z import *
from dungeonsheets.spells.spells import Spell, create_spell
from dungeonsheets.spells.spells_a import *
from dungeonsheets.spells.spells_b import *
from dungeonsheets.spells.spells_c import *
from dungeonsheets.spells.spells_d import *
from dungeonsheets.spells.spells_e import *
from dungeonsheets.spells.spells_f import *
from dungeonsheets.spells.spells_g import *
from dungeonsheets.spells.spells_h import *
from dungeonsheets.spells.spells_i import *
from dungeonsheets.spells.spells_j import *
from dungeonsheets.spells.spells_k import *
from dungeonsheets.spells.spells_l import *
from dungeonsheets.spells.spells_m import *
from dungeonsheets.spells.spells_n import *
from dungeonsheets.spells.spells_o import *
from dungeonsheets.spells.spells_p import *
from dungeonsheets.spells.spells_q import *
from dungeonsheets.spells.spells_r import *
from dungeonsheets.spells.spells_s import *
from dungeonsheets.spells.spells_t import *
from dungeonsheets.spells.spells_u import *
from dungeonsheets.spells.spells_v import *
from dungeonsheets.spells.spells_w import *
from dungeonsheets.spells.spells_x import *
from dungeonsheets.spells.spells_y import *
from dungeonsheets.spells.spells_z import *
+1 -2
View File
@@ -1,4 +1,4 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class AbiDalzimsHorridWilting(Spell):
@@ -846,4 +846,3 @@ class Awaken(Spell):
magic_school = "Transmutation"
classes = ('Bard', 'Druid')
+137 -137
View File
@@ -1,14 +1,14 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class Bane(Spell):
"""Up to three creatures of your choice that you can see within range must make
Charisma saving throws. Whenever a target that fails this saving throw makes an
attack roll or a saving throw before the spell ends, the target must roll a d4
"""Up to three creatures of your choice that you can see within range must make
Charisma saving throws. Whenever a target that fails this saving throw makes an
attack roll or a saving throw before the spell ends, the target must roll a d4
and subtract the number rolled from the attack roll or saving throw.
At Higher
Levels: When you cast this spell using a spelslot of 2nd level or higher, you
At Higher
Levels: When you cast this spell using a spelslot of 2nd level or higher, you
can target one aditional creature for each slot level above 1st.
"""
name = "Bane"
@@ -24,14 +24,14 @@ class Bane(Spell):
class BanishingSmite(Spell):
"""The next time you hit a creature with a weapon attack before this spell ends,
"""The next time you hit a creature with a weapon attack before this spell ends,
your weapon crackles with force, and the attack deals an extra 5d10 force damage
to the target. Additionally, if this attack reduces the target to 50 hit points
of fewer, you banish it. If the target is native to a different plane of
existence than the on you're on, the target disappears, returning to its home
plane. If the target is native to the plane you're on, the creature vanishes
into a harmless demiplane. While there, the target is incapacitated. It remains
there until the spell ends, at which point the target reappears in the space it
of fewer, you banish it. If the target is native to a different plane of
existence than the on you're on, the target disappears, returning to its home
plane. If the target is native to the plane you're on, the creature vanishes
into a harmless demiplane. While there, the target is incapacitated. It remains
there until the spell ends, at which point the target reappears in the space it
left or in the nearest unoccupied space if that space is occupied.
"""
name = "Banishing Smite"
@@ -47,25 +47,25 @@ class BanishingSmite(Spell):
class Banishment(Spell):
"""You attempt to send one creature that you can see within range to another place
"""You attempt to send one creature that you can see within range to another place
of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the
target to a harmless demiplane. While there, the target is incapacitated. The
target remains there until the spell ends, at which point the target reappears
in the space it left or in the nearest unoccupied space if that space is
occupied.
If the target is native to a different plane of existence that the
one you're on, the target is banished with a faint popping noise, returning to
its home plane.
If the spell ends before 1 minute has passed, the target
reappears in the space it left or in the nearest unoccupied space if that space
If the target is native to the plane of existence you're on, you banish the
target to a harmless demiplane. While there, the target is incapacitated. The
target remains there until the spell ends, at which point the target reappears
in the space it left or in the nearest unoccupied space if that space is
occupied.
If the target is native to a different plane of existence that the
one you're on, the target is banished with a faint popping noise, returning to
its home plane.
If the spell ends before 1 minute has passed, the target
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
cast this spell using a spell slot of 5th level or higher, you can target one
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.
"""
name = "Banishment"
@@ -81,8 +81,8 @@ class Banishment(Spell):
class Barkskin(Spell):
"""You touch a willing creature. Until the spellends, the target's skin has a
rough, bark-like appearance, and the target's AC can't be less than 16,
"""You touch a willing creature. Until the spellends, the target's skin has a
rough, bark-like appearance, and the target's AC can't be less than 16,
regardless of what kind of armor it is wearing.
"""
name = "Barkskin"
@@ -98,9 +98,9 @@ class Barkskin(Spell):
class BeaconOfHope(Spell):
"""This spell bestows hope and vitality. Choose any number of creatures within
range. For the duration, each target has advantage on Wisdom saving throws and
death saving throws, and regains the maximum number of hit points possible from
"""This spell bestows hope and vitality. Choose any number of creatures within
range. For the duration, each target has advantage on Wisdom saving throws and
death saving throws, and regains the maximum number of hit points possible from
any healing.
"""
name = "Beacon Of Hope"
@@ -125,7 +125,7 @@ class BeastBond(Spell):
emotions and concepts back to you. While the link is active, the
beast gains advantage on attack rolls against any creature within
5 feet of you that you can see.
"""
name = "Beast Bond"
level = 1
@@ -144,7 +144,7 @@ class BeastSense(Spell):
use your action to see through the beast's eyes and hear what it
hears, and continue to do so until you use your action to return
to your normal senses.
"""
name = "Beast Sense"
level = 2
@@ -160,31 +160,31 @@ class BeastSense(Spell):
class BestowCurse(Spell):
"""You touch a creature, and that creature must succeed on a Wisdom saving throw or
become cursed for the duration of the spell. When you cast this spell, choose
the nature of the curse from the following options:* Choose one ability score.
While cursed, the target has disadvantage on ability checks and saving throws
made with that ability score.* While cursed, the target has disadvantage on
attack rolls against you.* While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. If it fails, it wastes its action that
become cursed for the duration of the spell. When you cast this spell, choose
the nature of the curse from the following options:* Choose one ability score.
While cursed, the target has disadvantage on ability checks and saving throws
made with that ability score.* While cursed, the target has disadvantage on
attack rolls against you.* While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. If it fails, it wastes its action that
turn doing nothing.* While the target is cursed, your attacks and spells deal an
extra 1d8 necrotic damage to the target.
A remove curse spell ends this
effect. At the DM's option, you may choose an alternative curse effect, but it
extra 1d8 necrotic damage to the target.
A remove curse spell ends this
effect. At the DM's option, you may choose an alternative curse effect, but it
should be no more powerful than those described above.
The DM has final say on
The DM has final say on
such a curse's effect.
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.
If
you use a spell slot of 7th level or higher, the duration is 24 hours.
If you
use a 9th level spell slot, the spell lasts until it is dispelled.
Using a
spell slot of 5th level or higher grants a duration that doesn't require
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.
If
you use a spell slot of 7th level or higher, the duration is 24 hours.
If you
use a 9th level spell slot, the spell lasts until it is dispelled.
Using a
spell slot of 5th level or higher grants a duration that doesn't require
concentration.
"""
name = "Bestow Curse"
@@ -204,21 +204,21 @@ class BigbysHand(Spell):
unoccupied space that you can see within range. The hand lasts for
the spell's duration, and it moves at your command, mimicking the
movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your
hit point maximum. If it drops to 0 hit points, the spell ends. It
has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand
doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent
turns, you can move the hand up to 60 feet and then cause one of
the following effects with it.
**Clenched Fist**
The hand strikes one creature or object within 5 feet of it. Make
a melee spell attack for the hand using your game statistics. On a
hit, the target takes 4d8 force damage.
**Forceful Hand**
The hand attempts to push a creature within 5 feet of it in a
direction you choose. Make a check with the hand's Strength
@@ -228,7 +228,7 @@ class BigbysHand(Spell):
of feet equal to five times your spellcasting ability
modifier. The hand moves with the target to remain within 5 feet
of it.
**Grasping Hand**
The hand attempts to grapple a Huge or smaller creature within 5
feet of it. You use the hand's Strength score to resolve the
@@ -237,7 +237,7 @@ class BigbysHand(Spell):
bonus action to have the hand crush it. When you do so, the target
takes bludgeoning damage equal to 2d6 + your spellcasting ability
modifier.
**Interposing Hand**
The hand interposes itself between you and a creature you choose
until you give the hand a different command. The hand moves to
@@ -247,12 +247,12 @@ class BigbysHand(Spell):
score. If its Strength score is higher than the hand's Strength
score, the target can move toward you through the hand's space,
but that space is difficult terrain for the target.
**At Higher Levels:** When you cast this spell using a spell slot
of 6th level or higher, the damage from the clenched fist option
increases by 2d8 and the damage from the grasping hand increases
by 2d6 for each slot level above 5th.
"""
name = "Bigbys Hand"
level = 5
@@ -267,16 +267,16 @@ class BigbysHand(Spell):
class BladeBarrier(Spell):
"""You create a vertical wall of whirling, razor-sharp blades made of magical
"""You create a vertical wall of whirling, razor-sharp blades made of magical
energy. The wall appears within range and lasts for the duration. You can make a
straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed
wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall
straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed
wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall
provides three-quarters cover to creatures behind it, and its space is difficult
terrain.
terrain.
 When a creature enters the wall's area for the first time on a turn
or starts its turn there, the creature must make a Dexterity saving throw. On a
failed save, the creature takes 6 d10 slashing damage. On a successful save,
failed save, the creature takes 6 d10 slashing damage. On a successful save,
the creature takes half as much damage.
"""
name = "Blade Barrier"
@@ -292,8 +292,8 @@ class BladeBarrier(Spell):
class BladeWard(Spell):
"""You extend your hand and trace a sigil of warding in the air. Until the end of
your next turn, you have resistance against bludgeoning, piercing, and slashing
"""You extend your hand and trace a sigil of warding in the air. Until the end of
your next turn, you have resistance against bludgeoning, piercing, and slashing
damage dealt by weapon attacks.
"""
name = "Blade Ward"
@@ -309,12 +309,12 @@ class BladeWard(Spell):
class Bless(Spell):
"""You bless up to three creatures of your choice within range. Whenever a target
makes an attack roll or a saving throw before the spell ends, the target can
"""You bless up to three creatures of your choice within range. Whenever a target
makes an attack roll or a saving throw before the spell ends, the target can
roll a d4 and add the number rolled to the attack roll or saving throw.
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 = "Bless"
@@ -331,20 +331,20 @@ class Bless(Spell):
class Blight(Spell):
"""Necromantic energy washes over a creature of your choice that you can see within
range, draining moisture and vitality from it. The target must make a
Constitution saving throw. The target takes 8d8 necrotic damage on a failed
save, or half as much damage on a successful one. This spell has no effect on
undead or constructs.
If you target a plant creature or a magical plant, it
makes the saving throw with disadvantage, and the spell deals maximum damage to
it.
If you target a nonmagical plant that isn't a creature, such as a tree or
range, draining moisture and vitality from it. The target must make a
Constitution saving throw. The target takes 8d8 necrotic damage on a failed
save, or half as much damage on a successful one. This spell has no effect on
undead or constructs.
If you target a plant creature or a magical plant, it
makes the saving throw with disadvantage, and the spell deals maximum damage to
it.
If you target a nonmagical plant that isn't a creature, such as a tree or
shrub, it doesn't make a saving throw; it simply withers and dies.
At Higher
Levels: When you cast this spell using a spell slot of 5th level or higher, the
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 = "Blight"
@@ -365,11 +365,11 @@ class BlindingSmite(Spell):
the attack deals an extra 3d8 radiant damage to the
target. Additionally, the target must succeed on a Constitution
saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving
throw at the end of each of its turns. On a successful save, it is
no longer blinded.
"""
name = "Blinding Smite"
level = 3
@@ -389,11 +389,11 @@ class BlindnessDeafness(Spell):
target is either blinded or deafened (your choice) for the
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
3rd level or higher, you can target one additional creature for
each slot level above 2nd.
"""
name = "Blindness/Deafness"
level = 2
@@ -407,22 +407,22 @@ class BlindnessDeafness(Spell):
class Blink(Spell):
"""Roll a d20 at the end of each of your turns for the duration of the spell. On a
"""Roll a d20 at the end of each of your turns for the duration of the spell. On a
roll of 11 or higher, you vanish from your current plane of existence and appear
in the Etheral Plane (the spell fails and the casting is wasted if you were
already on that plane).
in the Etheral Plane (the spell fails and the casting is wasted if you were
already on that plane).
At the start of you next turn, and when the spell ends
if you are on the Etheral Plane, you return to an unoccupied space of your
choice that you can see within 10 feet of the space you vanished from. If no
unoccupied space is available within that rang, you appear in the nearest
unoccupied space (chosen at random if more that one space is equally near). You
can dismiss this spell as an action.
While on the Ethereal Plane, you can see
if you are on the Etheral Plane, you return to an unoccupied space of your
choice that you can see within 10 feet of the space you vanished from. If no
unoccupied space is available within that rang, you appear in the nearest
unoccupied space (chosen at random if more that one space is equally near). You
can dismiss this spell as an action.
While on the Ethereal Plane, you can see
and hear the plane you originated from, which is cast in shades of gray, and you
can't see anything more than 60 feet away.You can only affect and be affected
by other reatures on the Ethereal Plane. Creature that aren't there can't
can't see anything more than 60 feet away.You can only affect and be affected
by other reatures on the Ethereal Plane. Creature that aren't there can't
perceive you or interact with you, unless they have the ability to do so.
"""
name = "Blink"
@@ -439,8 +439,8 @@ class Blink(Spell):
class Blur(Spell):
"""Your body becomes blurred, shifting and wavering to all who can see you. For the
duration, any creature has disadvantage on attack rolls against you. An
attacker is immune to this effect if it doesnt rely on sight, as with
duration, any creature has disadvantage on attack rolls against you. An
attacker is immune to this effect if it doesnt rely on sight, as with
blindsight, or can see through illusions, as with truesight.
"""
name = "Blur"
@@ -465,11 +465,11 @@ class BonesOfTheEarth(Spell):
points. When reduced to 0 hit points, a pillar crumbles into
rubble, which creates an area of difficult terrain with a 10-foot
radius. The rubble lasts until cleared.
If a pillar is created under a creature, that creature must
succeed on a Dexterity saving throw or be lifted by the pillar. A
creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of
a ceiling or other obstacle, a creature on the pillar takes 6d6
bludgeoning damage and is restrained, pinched between the pillar
@@ -478,7 +478,7 @@ class BonesOfTheEarth(Spell):
the spell's saving throw DC. On a success, the creature is no
longer restrained and must either move off the pillar or fall off
it.
**At Higher Levels.** When you cast this spell using a spell slot
of 7th level or higher, you can create two additional pillars for
each slot level above 6th.
@@ -497,16 +497,16 @@ class BonesOfTheEarth(Spell):
class BoomingBlade(Spell):
"""As part of the action used to cast this spell, you must make a melee attack with
a weapon against one creature within the spell's range, otherwise the spell
a weapon against one creature within the spell's range, otherwise the spell
fails.
On a hit, the target suffers the attack's normal effects, and it becomes
sheathed in booming energy until the start of your next turn. If the target
willingly moves be- fore then, it immediately takes 1d8 thunder damage, and the
On a hit, the target suffers the attack's normal effects, and it becomes
sheathed in booming energy until the start of your next turn. If the target
willingly moves be- fore then, it immediately takes 1d8 thunder damage, and the
spell ends.
This spell's damage increases when you reach higher levels.
At
Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage
At
Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage
to the target, and the damage the target takes for moving increases to 2d8. Both
damage rolls increase by 1d8 at 11th level and 17th level.
"""
@@ -523,14 +523,14 @@ class BoomingBlade(Spell):
class BrandingSmite(Spell):
"""The next time you hit a creature with a weapon attack before this spell ends,
the weapon glemas with astral radiance as you strike. The attack deals an extra
2d6 radiant damage to the target, which becomes visible if it is invisible, and
the target sheds dim light in a 5-foot radius and can't become invisible until
"""The next time you hit a creature with a weapon attack before this spell ends,
the weapon glemas with astral radiance as you strike. The attack deals an extra
2d6 radiant damage to the target, which becomes visible if it is invisible, and
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
of 3rd level or higher, the extra damage increases by 1d6 for each slot level
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.
"""
name = "Branding Smite"
@@ -546,16 +546,16 @@ class BrandingSmite(Spell):
class BurningHands(Spell):
"""As you hold your hands with thumbs touching and fingers spread, a thin sheet of
flames shoots forth from your outstretched fingertips. Each creature in a
15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire
damage on a failed save, or half as much damage on a successful one.
The fire
"""As you hold your hands with thumbs touching and fingers spread, a thin sheet of
flames shoots forth from your outstretched fingertips. Each creature in a
15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire
damage on a failed save, or half as much damage on a successful one.
The fire
ignites any 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 2nd level or
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.
"""
name = "Burning Hands"
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+1 -1
View File
@@ -1,4 +1,4 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class DancingLights(Spell):
+204 -204
View File
@@ -1,12 +1,12 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class EarthTremor(Spell):
"""You cause a tremor in the ground in a 10-foot radius. Each creature other than
you in that area must make a Dexterity saving throw. On a failed save, a
creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in
that area is loose earth or stone, it becomes difficult terrain until cleared.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or
"""You cause a tremor in the ground in a 10-foot radius. Each creature other than
you in that area must make a Dexterity saving throw. On a failed save, a
creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in
that area is loose earth or stone, it becomes difficult terrain until cleared.
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.
"""
name = "Earth Tremor"
@@ -22,10 +22,10 @@ class EarthTremor(Spell):
class Earthbind(Spell):
"""Choose one creature you can see within range. Yellow strips of magical energy
loop around the creature. The target must succeed on a Strength saving throw or
its flying speed (if any) is reduced to 0 feet for the spell's duration. An
airborne creature affected by this spell descends at 60 feet per round until it
"""Choose one creature you can see within range. Yellow strips of magical energy
loop around the creature. The target must succeed on a Strength saving throw or
its flying speed (if any) is reduced to 0 feet for the spell's duration. An
airborne creature affected by this spell descends at 60 feet per round until it
reaches the ground or the spell ends.
"""
name = "Earthbind"
@@ -41,44 +41,44 @@ class Earthbind(Spell):
class Earthquake(Spell):
"""You create a seismic disturbance at a point on the ground that you can see
within range.
For the duration, an intense tremor rips through the ground in a
100-foot- radius circle centered on that point and shakes creatures and
structures in contact with the ground in that area.
The ground in the area
becomes difficult terrain. Each creature on the ground that is concentrating
must make a Constitution saving throw. On a failed save, the creature's
concentration is broken.
When you cast this spell and at the end of each turn
"""You create a seismic disturbance at a point on the ground that you can see
within range.
For the duration, an intense tremor rips through the ground in a
100-foot- radius circle centered on that point and shakes creatures and
structures in contact with the ground in that area.
The ground in the area
becomes difficult terrain. Each creature on the ground that is concentrating
must make a Constitution saving throw. On a failed save, the creature's
concentration is broken.
When you cast this spell and at the end of each turn
you spend concentrating on it, each creature on the ground in the area must make
a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as
determined by the DM.
Fissures.
Fissures open throughout the spell's area at
the start of your next turn after you cast the spell. A total of 1d6 such
fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10
a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as
determined by the DM.
Fissures.
Fissures open throughout the spell's area at
the start of your next turn after you cast the spell. A total of 1d6 such
fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10
feet wide, and extends from one edge of the spell's area to the opposite side. A
creature standing on a spot where a fissure opens must succeed on a Dexterity
saving throw or fall in. A creature that successfully saves moves with the
fissure's edge as it opens.
A fissure that opens beneath a structure causes it
to automatically collapse (see below).
Structures.
The tremor deals 50
bludgeoning damage to any structure in contact with the ground in the area when
you cast the spell and at the start of each of your turns until the spell ends.
If a structure drops to 0 hit points, it collapses and potentially damages
nearby creatures. A creature within half the distance of a structure's height
must make a Dexterity saving throw. On a failed save, the creature takes 5d6
bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a
DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the
creature standing on a spot where a fissure opens must succeed on a Dexterity
saving throw or fall in. A creature that successfully saves moves with the
fissure's edge as it opens.
A fissure that opens beneath a structure causes it
to automatically collapse (see below).
Structures.
The tremor deals 50
bludgeoning damage to any structure in contact with the ground in the area when
you cast the spell and at the start of each of your turns until the spell ends.
If a structure drops to 0 hit points, it collapses and potentially damages
nearby creatures. A creature within half the distance of a structure's height
must make a Dexterity saving throw. On a failed save, the creature takes 5d6
bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a
DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the
DC higher or lower, depending on the nature of the rubble. On a successful save,
the creature takes half as much damage and doesn't fall prone or become buried.
"""
@@ -97,15 +97,15 @@ class Earthquake(Spell):
class EldritchBlast(Spell):
"""A beam of crackling energy streaks toward a creature within range. Make a ranged
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
levels:
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
Four beams at 17th
level.
You can direct the beams at the same target or at different ones. Make
Four beams at 17th
level.
You can direct the beams at the same target or at different ones. Make
a separate attack roll for each beam.
"""
name = "Eldritch Blast"
@@ -121,17 +121,17 @@ class EldritchBlast(Spell):
class ElementalBane(Spell):
"""Choose one creature you can see within range, and choose one of the following
"""Choose one creature you can see within range, and choose one of the following
damage types: acid, cold, fire, lightning, or thunder.
The target must succeed
The target must succeed
on a Constitution saving throw or be affected by the spell for its duration. The
first time each turn the affected target takes damage of the chosen type, the
target takes an extra 2d6 damage of that type. Moreover, the target loses any
first time each turn the affected target takes damage of the chosen type, the
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
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
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.
"""
name = "Elemental Bane"
@@ -147,17 +147,17 @@ class ElementalBane(Spell):
class ElementalWeapon(Spell):
"""A nonmagical weapon you touch becomes a magic weapon.
Choose one of the
following damage types: acid, cold, fire, lightning, or thunder. For the
duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4
"""A nonmagical weapon you touch becomes a magic weapon.
Choose one of the
following damage types: acid, cold, fire, lightning, or thunder. For the
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
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
slot of 7th level or higher, the bonus increases to +3 and the extra damage
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
slot of 7th level or higher, the bonus increases to +3 and the extra damage
increases to 3d4.
"""
name = "Elemental Weapon"
@@ -173,15 +173,15 @@ class ElementalWeapon(Spell):
class EnemiesAbound(Spell):
"""You reach into the mind of one creature you can see and force it to make an
Intelligence saving throw. A creature automatically succeeds if it is immune to
being frightened. On a failed save, the target loses the ability to distinguish
friend from foe, regarding all creatures it can see as enemies until the spell
ends. Each time the target takes damage, it can repeat the saving throw, ending
the effect on itself on a success. Whenever the affected creature chooses
"""You reach into the mind of one creature you can see and force it to make an
Intelligence saving throw. A creature automatically succeeds if it is immune to
being frightened. On a failed save, the target loses the ability to distinguish
friend from foe, regarding all creatures it can see as enemies until the spell
ends. Each time the target takes damage, it can repeat the saving throw, ending
the effect on itself on a success. Whenever the affected creature chooses
another creature as a target, it must choose the target at random from among the
creatures it can see within range of the attack, spell, or other ability it's
using. If an enemy provokes an opportunity attack from the affected creature,
creatures it can see within range of the attack, spell, or other ability it's
using. If an enemy provokes an opportunity attack from the affected creature,
the creature must make that attack if it is able to.
"""
name = "Enemies Abound"
@@ -198,17 +198,17 @@ class EnemiesAbound(Spell):
class Enervation(Spell):
"""A tendril of inky darkness reaches out from you, touching a creature you can see
within range to drain life from it. The target must make a Dexterity saving
within range to drain life from it. The target must make a Dexterity saving
throw. On a successful save, the target takes 2d8 necrotic damage, and the spell
ends. On a failed save, the target takes 4d8 necrotic damage, and until the
spell ends, you can use your action on each of your turns to automatically deal
4d8 necrotic damage to the target. The spell ends ifyou use your action to do
ends. On a failed save, the target takes 4d8 necrotic damage, and until the
spell ends, you can use your action on each of your turns to automatically deal
4d8 necrotic damage to the target. The spell ends ifyou use your action to do
anything else, if the target is ever outside the spell's range, or if the target
has total cover from you. Whenever the spell deals damage to a target, you
has total cover from you. Whenever the spell deals damage to a target, you
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"
@@ -226,23 +226,23 @@ class Enervation(Spell):
class EnhanceAbility(Spell):
"""You touch a creature and bestow upon it a magical enhancement. Choose one of the
following effects: the target gains the effect until the spell ends.
- Bear's
Endurance. The target has advantage on Constitution checks. It also gains 2d6
- Bear's
Endurance. The target has advantage on Constitution checks. It also gains 2d6
temporary hit points, which are lost when the spell ends.
- Bull's Strength. The
target has advantage on Strength checks, and his or her carrying capacity
target has advantage on Strength checks, and his or her carrying capacity
doubles.
- Cat's Grace. The target has advantage on Dexterity checks. It also
- Cat's Grace. The target has advantage on Dexterity checks. It also
doesn't take damage from falling 20 feet or less if it isn't incapacitated.
-
-
Eagle's Splendor. The target has advantage on Charisma checks.
- Fox's Cunning.
- Fox's Cunning.
The target thas advantage on Intelligence checks.
- Owl's Wisdom. The target has
advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, you can target one additional creature for
spell slot of 3rd level or higher, you can target one additional creature for
each slot level above 2nd.
"""
name = "Enhance Ability"
@@ -258,33 +258,33 @@ class EnhanceAbility(Spell):
class Enlargereduce(Spell):
"""You cause a creature or an object you can see within range to grow larger or
smaller for the duration. Choose either a creature or an object that is neither
worn nor carried. If the target is unwilling, it can make a Constitution saving
throw. On a success, the spell has no effect.
If the target is a creature,
everything it is wearing and carrying changes size with it. Any item dropped by
an affected creature returns to normal size at once.
"""You cause a creature or an object you can see within range to grow larger or
smaller for the duration. Choose either a creature or an object that is neither
worn nor carried. If the target is unwilling, it can make a Constitution saving
throw. On a success, the spell has no effect.
If the target is a creature,
everything it is wearing and carrying changes size with it. Any item dropped by
an affected creature returns to normal size at once.
Enlarge 
The target's
size doubles in all dimensions, and its weight is multiplied by eight. This
growth increases its size by one category from Medium to Large, for example.
If there isn't enough room for the target to double its size, the creature or
The target's
size doubles in all dimensions, and its weight is multiplied by eight. This
growth increases its size by one category from Medium to Large, for example.
If there isn't enough room for the target to double its size, the creature or
object attains the maximum possible size in the space available. Until the spell
ends, the target also has advantage on Strength checks and Strength saving
throws. The target's weapons also grow to match its new size. While these
weapons are enlarged, the target's attack with them deal 1d4 extra damage.
ends, the target also has advantage on Strength checks and Strength saving
throws. The target's weapons also grow to match its new size. While these
weapons are enlarged, the target's attack with them deal 1d4 extra damage.
Reduce 
The target's size is halved in all dimensions, and its weight is reduced
to one-eighth of normal. This reduction decreases its size by one category
from Medium to Small, for example. Until the spell ends, the target also has
to one-eighth of normal. This reduction decreases its size by one category
from Medium to Small, for example. Until the spell ends, the target also has
disadvantage on Strength checks and Strength saving throws. The target's weapons
also shrink to match its new size. While these weapons are reduced, the
target's attacks with them deal 1d4 less damage (this can't reduce the damage
also shrink to match its new size. While these weapons are reduced, the
target's attacks with them deal 1d4 less damage (this can't reduce the damage
below 1).
"""
name = "Enlargereduce"
@@ -300,20 +300,20 @@ class Enlargereduce(Spell):
class EnsnaringStrike(Spell):
"""The next time you hit a creature with a weapon attack before this spell ends, a
writhing mass of thorny vines appears at the point of impact, and the target
must succeed on a Strength saving throw or be restrained by the magical vines
until the spell ends. A Large or larger creature has advantage on this saving
throw. If the target succeeds on the save, the vines shrivel away.
While
restrained by this spell, the target takes 1d6 piercing damage at the start of
each of its turns. A creature restrained by the vines or one that can touch the
"""The next time you hit a creature with a weapon attack before this spell ends, a
writhing mass of thorny vines appears at the point of impact, and the target
must succeed on a Strength saving throw or be restrained by the magical vines
until the spell ends. A Large or larger creature has advantage on this saving
throw. If the target succeeds on the save, the vines shrivel away.
While
restrained by this spell, the target takes 1d6 piercing damage at the start of
each of its turns. A creature restrained by the vines or one that can touch the
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
using a spell slot of 2nd level or higher, the damage increases by 1d6 for each
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.
"""
name = "Ensnaring Strike"
@@ -329,16 +329,16 @@ class EnsnaringStrike(Spell):
class Entangle(Spell):
"""Grasping weeds and vines sprout from the ground in a 20-foot square starting
"""Grasping weeds and vines sprout from the ground in a 20-foot square starting
from a point within range. For the duration, these plants turn the ground in the
area into difficult terrain.
A creature in the area when you cast the spell
must succeed on a Strength saving throw or be restrained by the entangling
plants until the spell ends. A creature restrained by the plants can use its
action to make a Strength check against your spell save DC. On a success, it
frees itself.
area into difficult terrain.
A creature in the area when you cast the spell
must succeed on a Strength saving throw or be restrained by the entangling
plants until the spell ends. A creature restrained by the plants can use its
action to make a Strength check against your spell save DC. On a success, it
frees itself.
When the spell ends, the conjured plants wilt away.
"""
name = "Entangle"
@@ -354,12 +354,12 @@ class Entangle(Spell):
class Enthrall(Spell):
"""You weave a distracting string of words, causing creatures of your choice that
you can see within range and that can hear you to make a Wisdom saving throw.
Any creature that can't be charmed succeeds on this saving throw automatically,
and if you or your companions are fighting a creature, it has advantage on the
save. On a failed save, the target has disadvantage on Wisdom (Perception)
checks made to perceive any creature other than you until the spell ends or
"""You weave a distracting string of words, causing creatures of your choice that
you can see within range and that can hear you to make a Wisdom saving throw.
Any creature that can't be charmed succeeds on this saving throw automatically,
and if you or your companions are fighting a creature, it has advantage on the
save. On a failed save, the target has disadvantage on Wisdom (Perception)
checks made to perceive any creature other than you until the spell ends or
until the target can no longer hear you. The spell ends if you are incapacitated
or can no longer speak.
"""
@@ -376,15 +376,15 @@ class Enthrall(Spell):
class EruptingEarth(Spell):
"""Choose a point you can see on the ground within range. A fountain of churned
earth and stone erupts in a 20-foot cube centered on that point. Each creature
in that area must make a Dexterity saving throw. A creature takes 3d12
"""Choose a point you can see on the ground within range. A fountain of churned
earth and stone erupts in a 20-foot cube centered on that point. Each creature
in that area must make a Dexterity saving throw. A creature takes 3d12
bludgeoning damage on a failed save, or half as much damage on a successful one.
Additionally, the ground in that area becomes difficult terrain until cleared
Additionally, the ground in that area becomes difficult terrain until cleared
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"
@@ -400,34 +400,34 @@ class EruptingEarth(Spell):
class Etherealness(Spell):
"""You step into the border regions of the Ethereal Plane, in the area where it
overlaps with your current plane. You remain in the Border Ethereal for the
duration or until you use your action to dismiss the spell. During this time,
you can move in any direction. If you move up or down, every foot of movement
costs an extra foot. You can see and hear the plan you originated from, but
"""You step into the border regions of the Ethereal Plane, in the area where it
overlaps with your current plane. You remain in the Border Ethereal for the
duration or until you use your action to dismiss the spell. During this time,
you can move in any direction. If you move up or down, every foot of movement
costs an extra foot. You can see and hear the plan you originated from, but
everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other
creatures on that plane. Creatures that aren't on the Ethereal Plance can't
perceive you and can't interact with you, unless a special ability or magic has
given them the ability to do so.
You ignore all objects and effects that
aren't on the Ethereal Plane, allowing you to move through objects you perceive
on the plan you originated from. When the spell ends, you immediately return to
the plane you originiated from in teh spot you currently occupy. If you occupy
the same spot as a solid object or creature when this happens, you are
imediately shunted to the neares unoccupied space that you can occupy and take
force damage equal to twice the number of feet you are moved.
This spell has
no effect if you cast it while you are on the Ethereal Plane or a plane that
While on the Ethereal Plane, you can only affect and be affected by other
creatures on that plane. Creatures that aren't on the Ethereal Plance can't
perceive you and can't interact with you, unless a special ability or magic has
given them the ability to do so.
You ignore all objects and effects that
aren't on the Ethereal Plane, allowing you to move through objects you perceive
on the plan you originated from. When the spell ends, you immediately return to
the plane you originiated from in teh spot you currently occupy. If you occupy
the same spot as a solid object or creature when this happens, you are
imediately shunted to the neares unoccupied space that you can occupy and take
force damage equal to twice the number of feet you are moved.
This spell has
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"
@@ -443,19 +443,19 @@ class Etherealness(Spell):
class EvardsBlackTentacles(Spell):
"""Squirming, ebony tentacles fill a 20-foot square on ground that you can see
"""Squirming, ebony tentacles fill a 20-foot square on ground that you can see
within range. For the duration, these tentacles turn the ground in the area into
difficult terrain.
When a creature enters the affected area for the first
time on a turn or starts its turn there, the creature must succeed on a
Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the
tentacles until the spell ends. A creature that starts its turn in the area and
is already restrained by the tentacles takes 3d6 bludgeoning damage.
A
creature restrained by the tentacles can use its action to make a Strength or
Dexterity check (its choice) against your spell save DC. On a success, it frees
difficult terrain.
When a creature enters the affected area for the first
time on a turn or starts its turn there, the creature must succeed on a
Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the
tentacles until the spell ends. A creature that starts its turn in the area and
is already restrained by the tentacles takes 3d6 bludgeoning damage.
A
creature restrained by the tentacles can use its action to make a Strength or
Dexterity check (its choice) against your spell save DC. On a success, it frees
itself.
"""
name = "Evards Black Tentacles"
@@ -471,8 +471,8 @@ class EvardsBlackTentacles(Spell):
class ExpeditiousRetreat(Spell):
"""This spell allows you to move at an incredible pace. When you cast this spell,
and then as a bonus action on each of your turns until the spell ends, you can
"""This spell allows you to move at an incredible pace. When you cast this spell,
and then as a bonus action on each of your turns until the spell ends, you can
take the Dash action.
"""
name = "Expeditious Retreat"
@@ -491,26 +491,26 @@ class Eyebite(Spell):
"""For the spell's duration, your eyes become an inky void imbued with dread power.
One creature of your choice within 60 feet of you that you can see must succeed
on a Wisdom saving throw or be affected by one of the following effects of your
choice for the duration. On each of your turns until the spell ends, you can
use your action to target another creature but can't target a creature again if
it has succeeded on a saving throw against this casting of eyebite.
choice for the duration. On each of your turns until the spell ends, you can
use your action to target another creature but can't target a creature again if
it has succeeded on a saving throw against this casting of eyebite.
Asleep 
The target galls unconscious. It wakes up if it takes any damage or if another
creature uses its action to shake the sleeper awake.
The target galls unconscious. It wakes up if it takes any damage or if another
creature uses its action to shake the sleeper awake.
Panicked 
The target is
frightened of you. On each of its turns, the frightened creature must take the
Dash action and move away from you by the safest and shortest available route,
The target is
frightened of you. On each of its turns, the frightened creature must take the
Dash action and move away from you by the safest and shortest available route,
unless there is nowhere to move. If the target moves to a place at least 60 feet
away from you where it can no longer see you, this effect ends.
away from you where it can no longer see you, this effect ends.
Sickened 
The
target has disadvantage on attack rolls and ability checks. At the end of each
of its turns, it can make another Wisdom saving throw. If it succeeds, the
target has disadvantage on attack rolls and ability checks. At the end of each
of its turns, it can make another Wisdom saving throw. If it succeeds, the
effect ends.
"""
name = "Eyebite"
+273 -273
View File
@@ -1,24 +1,24 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class Fabricate(Spell):
"""You convert raw materials into products of the same material.
For example, you
can fabricate a wooden bridge from a clump of trees, a rope from a patch of
hemp, and clothes from flax or wool.
Choose raw materials that you can see
within range. You can fabricate a Large or smaller object (contained within a
10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of
raw material. If you are working with metal, stone, or another mineral
substance, however, the fabricated object can be no larger than Medium
(contained within a single 5-foot cube). The quality of objects made by the
spell is commensurate with the quality of the raw materials.
Creatures or
magic items can't be created or transmuted by this spell. You also can't use it
to create items that ordinarily require a high degree of craftsmanship, such as
jewelry, weapons, glass, or armor, unless you have proficiency with the type of
"""You convert raw materials into products of the same material.
For example, you
can fabricate a wooden bridge from a clump of trees, a rope from a patch of
hemp, and clothes from flax or wool.
Choose raw materials that you can see
within range. You can fabricate a Large or smaller object (contained within a
10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of
raw material. If you are working with metal, stone, or another mineral
substance, however, the fabricated object can be no larger than Medium
(contained within a single 5-foot cube). The quality of objects made by the
spell is commensurate with the quality of the raw materials.
Creatures or
magic items can't be created or transmuted by this spell. You also can't use it
to create items that ordinarily require a high degree of craftsmanship, such as
jewelry, weapons, glass, or armor, unless you have proficiency with the type of
artisan's tools used to craft such objects.
"""
name = "Fabricate"
@@ -35,13 +35,13 @@ class Fabricate(Spell):
class FaerieFire(Spell):
"""Each object in a 20-foot cube within range is outlined in blue, green, or violet
light (your choice).
Any creature in the area when the spell is cast is also
outlined in light if it fails a Dexterity saving throw. For the duration,
objects and affected creatures shed dim light in a 10-foot radius.
Any attack
roll against an affected creature or object has advantage if the attacker can
light (your choice).
Any creature in the area when the spell is cast is also
outlined in light if it fails a Dexterity saving throw. For the duration,
objects and affected creatures shed dim light in a 10-foot radius.
Any attack
roll against an affected creature or object has advantage if the attacker can
see it, and the affected creature or object can't benefit from being invisible.
"""
name = "Faerie Fire"
@@ -57,10 +57,10 @@ class FaerieFire(Spell):
class FalseLife(Spell):
"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
temporary hit points for the duration.
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.
"""
@@ -77,8 +77,8 @@ class FalseLife(Spell):
class FarStep(Spell):
"""You teleport up to 60 feet to an unoccupied space you can see. On each of your
turns before the spell ends, you can use a bonus action to teleport in this way
"""You teleport up to 60 feet to an unoccupied space you can see. On each of your
turns before the spell ends, you can use a bonus action to teleport in this way
again.
"""
name = "Far Step"
@@ -94,15 +94,15 @@ class FarStep(Spell):
class Fear(Spell):
"""You project a phantasmal image of a creature's worst fears. Each creature in a
30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
holding and become frightened for the duration.
While frightened by this
"""You project a phantasmal image of a creature's worst fears. Each creature in a
30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
holding and become frightened for the duration.
While frightened by this
spell, a creature must take the Dash action and move away from you by the safest
available route on each of its turns, unless there is nowhere to move. If the
available route on each of its turns, unless there is nowhere to move. If the
creature ends its turn in a location where it doesn't have line of sight to you,
the creature can make a Wisdom saving throw. On a successful save, the spell
the creature can make a Wisdom saving throw. On a successful save, the spell
ends for that creature.
"""
name = "Fear"
@@ -118,12 +118,12 @@ class Fear(Spell):
class FeatherFall(Spell):
"""Reaction: When you or a creature within 60 feet of you falls
"""Reaction: When you or a creature within 60 feet of you falls
Choose up to five
falling creatures within range. A falling creature's rate of descent slows to
60 feet per round until the spell ends. If the creature lands before the spell
ends, it takes no falling damage and can land on its feet, and the spell ends
falling creatures within range. A falling creature's rate of descent slows to
60 feet per round until the spell ends. If the creature lands before the spell
ends, it takes no falling damage and can land on its feet, and the spell ends
for that creature.
"""
name = "Feather Fall"
@@ -139,19 +139,19 @@ class FeatherFall(Spell):
class Feeblemind(Spell):
"""You blast the mind of a creature that you can see within range, attempting to
shatter its intellect and personality. The target takes 4d6 psychic damage and
must make an Intelligence saving throw.
On a failed save, the creature's
Intelligence and Charisma scores become 1. The creature can't cast spells,
activate magic items, understand language, or communicate in any intelligible
way. The creature can, however, identify its friends, follow them, and even
protect them.
At the end of every 30 days, the creature can repeat its saving
throw against this spell. If it succeeds on its saving throw, the spell ends.
"""You blast the mind of a creature that you can see within range, attempting to
shatter its intellect and personality. The target takes 4d6 psychic damage and
must make an Intelligence saving throw.
On a failed save, the creature's
Intelligence and Charisma scores become 1. The creature can't cast spells,
activate magic items, understand language, or communicate in any intelligible
way. The creature can, however, identify its friends, follow them, and even
protect them.
At the end of every 30 days, the creature can repeat its saving
throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal or wish.
"""
name = "Feeblemind"
@@ -167,16 +167,16 @@ class Feeblemind(Spell):
class FeignDeath(Spell):
"""You touch a willing creature and put it into a cataleptic state that is
indistinguishable from death.
For the spell's duration, or until you use an
"""You touch a willing creature and put it into a cataleptic state that is
indistinguishable from death.
For the spell's duration, or until you use an
action to touch the target and dismiss the spell, the target appears dead to all
outward inspection and to spells used to determine the target's status. The
target is blinded and incapacitated, and its speed drops to 0.
The target has
resistance to all damage except psychic damage. If the target is diseased or
poisoned when you cast the spell, or becomes diseased or poisoned while under
outward inspection and to spells used to determine the target's status. The
target is blinded and incapacitated, and its speed drops to 0.
The target has
resistance to all damage except psychic damage. If the target is diseased or
poisoned when you cast the spell, or becomes diseased or poisoned while under
the spell's effect, the disease and poison have no effect until the spell ends.
"""
name = "Feign Death"
@@ -192,42 +192,42 @@ class FeignDeath(Spell):
class FindFamiliar(Spell):
"""You gain the service of a familiar, a spirit that takes an animal form you
choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous
"""You gain the service of a familiar, a spirit that takes an animal form you
choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous
snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an
unoccupied space within range, the familiar has the statistics of the chosen
unoccupied space within range, the familiar has the statistics of the chosen
form, though it is a celestial, fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands.
In combat, it rolls its own initiative and acts on its own turn. A familiar
can't attack, but it can take other actions as normal.
Your familiar acts independently of you, but it always obeys your commands.
In combat, it rolls its own initiative and acts on its own turn. A familiar
can't attack, but it can take other actions as normal.
When the familiar drops
to 0 hit points, it disappears, leaving behind no physical form. It reappears
after you cast this spell again.
While your familiar is within 100 feet of
to 0 hit points, it disappears, leaving behind no physical form. It reappears
after you cast this spell again.
While your familiar is within 100 feet of
you, you can communicate with it telepathically. Additionally, as an action, you
can see through your familiar's eyes and hear what it hears until the start of
your next turn, gaining the benefits of any special senses that the familiar
has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can't have more
than one familiar at a time. If you cast this spell while you already have a
can see through your familiar's eyes and hear what it hears until the start of
your next turn, gaining the benefits of any special senses that the familiar
has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can't have more
than one familiar at a time. If you cast this spell while you already have a
familiar, you instead cause it to adopt a new form. Choose one of the forms from
the above list. Your familiar transforms into the chosen creature.
Finally,
the above list. Your familiar transforms into the chosen creature.
Finally,
when you cast a spell with a range of touch, your familiar can deliver the spell
as if it had cast the spell. Your familiar must be within 100 feet of you, and
it must use its reaction to deliver the spell when you cast it. If the spell
as if it had cast the spell. Your familiar must be within 100 feet of you, and
it must use its reaction to deliver the spell when you cast it. If the spell
requires an attack roll, you use your attack modifier for the roll.
"""
name = "Find Familiar"
@@ -243,22 +243,22 @@ class FindFamiliar(Spell):
class FindGreaterSteed(Spell):
"""You summon a spirit that assumes the form of a loyal, majestic mount. Appearing
in an unoccupied space within range, the spirit takes on a form you choose: a
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed
tiger. The creature has the statistics provided in the Monster Manual for the
chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
of its normal creature type. Additionally, if it has an Intelligence score of 5
"""You summon a spirit that assumes the form of a loyal, majestic mount. Appearing
in an unoccupied space within range, the spirit takes on a form you choose: a
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed
tiger. The creature has the statistics provided in the Monster Manual for the
chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
of its normal creature type. Additionally, if it has an Intelligence score of 5
or lower, its Intelligence becomes 6, and it gains the ability to understand one
language of your choice that you speak. You control the mount in combat. While
the mount is within 1 mile of you, you can communicate with it te1epathically.
While mounted on it, you can make any spell you cast that targets only you also
language of your choice that you speak. You control the mount in combat. While
the mount is within 1 mile of you, you can communicate with it te1epathically.
While mounted on it, you can make any spell you cast that targets only you also
target the mount. The mount disappears temporarily when it drops to 0 hit points
or when you dismiss it as an action. Casting this spell again re-summons the
bonded mount, with all its hit points restored and any conditions removed. You
can't have more than one mount bonded by this spell or find steed at the same
time. As an action, you can release a mount from its bond, causing it to
disappear permanently. Whenever the mount disappears, it leaves behind any
or when you dismiss it as an action. Casting this spell again re-summons the
bonded mount, with all its hit points restored and any conditions removed. You
can't have more than one mount bonded by this spell or find steed at the same
time. As an action, you can release a mount from its bond, causing it to
disappear permanently. Whenever the mount disappears, it leaves behind any
objects it was wearing or carrying.
"""
name = "Find Greater Steed"
@@ -274,28 +274,28 @@ class FindGreaterSteed(Spell):
class FindSteed(Spell):
"""You summon a spirit that assumes the form of an unusually intelligent, strong,
and loyal steed, creating a long-lasting bond with it. Appearing in an
unoccupied space within range, the steed takes on a form that you choose, such
"""You summon a spirit that assumes the form of an unusually intelligent, strong,
and loyal steed, creating a long-lasting bond with it. Appearing in an
unoccupied space within range, the steed takes on a form that you choose, such
as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other
animals to be summoned as steeds.) The steed has the statistics of the chosen
form, though it is a celestial, fey, or fiend (your choice) instead of its
normal type. Additionally, if your steed has an Intelligence of 5 or less, its
Intelligence becomes 6, and it gains the ability to understand one language of
animals to be summoned as steeds.) The steed has the statistics of the chosen
form, though it is a celestial, fey, or fiend (your choice) instead of its
normal type. Additionally, if your steed has an Intelligence of 5 or less, its
Intelligence becomes 6, and it gains the ability to understand one language of
your choice that you speak.
Your steed serves you as a mount, both in combat
and out, and you have an instinctive bond with it that allows you to fight as a
Your steed serves you as a mount, both in combat
and out, and you have an instinctive bond with it that allows you to fight as a
seamless unit. While mounted on your steed, you can make any spell you cast that
targets only you also target your steed.
When the steed drops to 0 hit points,
it disappears, leaving behind no physical form. You can also dismiss your steed
at any time as an action, causing it to disappear. In either case, casting this
spell again summons the same steed, restored to its hit point maximum.
While
your steed is within 1 mile of you, you can communicate with it telepathically.
While
your steed is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one steed bonded by this spell at a time. As an action,
you can release the steed from its bond at any time, causing it to disappear.
"""
@@ -312,16 +312,16 @@ class FindSteed(Spell):
class FindThePath(Spell):
"""This spell allows you to find the shortest, most direct physical route to a
specific fixed location that you are familiar with on the same plane of
"""This spell allows you to find the shortest, most direct physical route to a
specific fixed location that you are familiar with on the same plane of
existence. If you name a destination on another plan of existence, a destination
that moves (such as a mobile fortress), or a destination that isn't specific
that moves (such as a mobile fortress), or a destination that isn't specific
(such as "a green dragon's lair"), the spell fails.
For the duration, as long
as you are on the same plane of existence as the destination, you know how far
For the duration, as long
as you are on the same plane of existence as the destination, you know how far
it is and in what direction it lies. While you are traveling there, whenever you
are presented with a choice of paths along the way, you atomatically determine
are presented with a choice of paths along the way, you atomatically determine
which path is the shortest and most direct route (but not necessarily the safest
route) to the destination."
"""
@@ -339,16 +339,16 @@ class FindThePath(Spell):
class FindTraps(Spell):
"""You sense the presence of any trap within range that is within line of sight.
A
trap, for the purpose of this spell, includes anything that would inflict a
sudden or unexpected effect you consider harmful or undesirable, which was
specifically intended as such by its creator. Thus, the spell would sense an
area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
A
trap, for the purpose of this spell, includes anything that would inflict a
sudden or unexpected effect you consider harmful or undesirable, which was
specifically intended as such by its creator. Thus, the spell would sense an
area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
but it would not reveal a natural weakness in the floor, an unstable ceiling, or
a hidden sinkhole.
This spell merely reveals that a trap is present. You don't
learn the location of each trap, but you do learn the general nature of the
learn the location of each trap, but you do learn the general nature of the
danger posed by a trap you sense.
"""
name = "Find Traps"
@@ -364,14 +364,14 @@ class FindTraps(Spell):
class FingerOfDeath(Spell):
"""You send negative energy coursing through a creature that you can see within
"""You send negative energy coursing through a creature that you can see within
range, causing it searing pain.
The target must make a Constitution saving
throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much
The target must make a Constitution saving
throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much
damage on a successful one.
A humanoid killed by this spell rises at the start
of your next turn as a zombie that is permanently under your command, following
A humanoid killed by this spell rises at the start
of your next turn as a zombie that is permanently under your command, following
your verbal orders to the best of its ability.
"""
name = "Finger Of Death"
@@ -387,11 +387,11 @@ class FingerOfDeath(Spell):
class FireBolt(Spell):
"""You hurl a mote of fire at a creature or object within range. Make a ranged
spell attack against the target. On a hit, the target takes 1d10 fire damage. A
"""You hurl a mote of fire at a creature or object within range. Make a ranged
spell attack against the target. On a hit, the target takes 1d10 fire damage. A
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
(2d10), 11th level (3d10), and 17th level (4d10).
"""
@@ -408,17 +408,17 @@ class FireBolt(Spell):
class FireShield(Spell):
"""Thin and wispy flames wreathe your body for the duration, shedding bright light
in a 10-foot radius and dim light for an additional 10 feet, You can end the
"""Thin and wispy flames wreathe your body for the duration, shedding bright light
in a 10-foot radius and dim light for an additional 10 feet, You can end the
spell early by using an action to dismiss it.
The flames provide you with a
warm shield or a chill shield, as you choose. The warm shield grants you
resistance to cold damage, and the chill shield grants you resistance to fire
The flames provide you with a
warm shield or a chill shield, as you choose. The warm shield grants you
resistance to cold damage, and the chill shield grants you resistance to fire
damage.
In addition, whenever a creature within 5 feet of you hits you with a
melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage
In addition, whenever a creature within 5 feet of you hits you with a
melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage
from a warm shield, or 2d8 cold damage from a cold shield.
"""
name = "Fire Shield"
@@ -434,15 +434,15 @@ class FireShield(Spell):
class FireStorm(Spell):
"""A storm made up of sheets of roaring flame appears in a location you choose
within range.
The area of the storm consists of up to ten 10-foot cubes, which
you can arrange as you wish. Each cube must have at least one face adjacent to
the face of another cube. Each creature in the area must make Dexterity saving
throw. It takes 7d10 fire damage on a failed save, or half as much damage on a
"""A storm made up of sheets of roaring flame appears in a location you choose
within range.
The area of the storm consists of up to ten 10-foot cubes, which
you can arrange as you wish. Each cube must have at least one face adjacent to
the face of another cube. Each creature in the area must make Dexterity saving
throw. It takes 7d10 fire damage on a failed save, or half as much damage on a
successful one.
The fire damages objects in the area and ignites flammable
The fire damages objects in the area and ignites flammable
objects that aren't being worn or carried. If you choose, plant life in the area
is unaffected by this spell.
"""
@@ -459,16 +459,16 @@ class FireStorm(Spell):
class Fireball(Spell):
"""A bright streak flashes from your pointing finger to a point you choose within
"""A bright streak flashes from your pointing finger to a point you choose within
range then blossoms with a low roar into an explosion of flame.
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
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
slot of 4th level or higher, the damage increases by 1d6 for each slot level
above 3rd.
"""
name = "Fireball"
@@ -484,15 +484,15 @@ class Fireball(Spell):
class FlameArrows(Spell):
"""You touch a quiver containing arrows or bolts. When a target is hit by a ranged
weapon attack using a piece of ammunition drawn from the quiver, the target
takes an extra 1d6 fire damage. The spell's magic ends on the piece of
ammunition when it hits or misses, and the spell ends when twelve pieces of
"""You touch a quiver containing arrows or bolts. When a target is hit by a ranged
weapon attack using a piece of ammunition drawn from the quiver, the target
takes an extra 1d6 fire damage. The spell's magic ends on the piece of
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
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
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.
"""
name = "Flame Arrows"
@@ -508,19 +508,19 @@ class FlameArrows(Spell):
class FlameBlade(Spell):
"""You evoke a fiery blade in your free hand.
The blade is similar in size and
shape to a scimitar, and it lasts for the duration. If you let go of the blade,
"""You evoke a fiery blade in your free hand.
The blade is similar in size and
shape to a scimitar, and it lasts for the duration. If you let go of the blade,
it disappears, but you can evoke the blade again as a bonus action.
You can use
your action to make a melee spell attack with the fiery blade. On a hit, the
target takes 3d6 fire damage.
your action to make a melee spell attack with the fiery blade. On a hit, the
target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.
At Higher Levels: When you
cast this spell using a spell slot of 4th level or higher, the damage increases
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.
"""
name = "Flame Blade"
@@ -536,14 +536,14 @@ class FlameBlade(Spell):
class FlameStrike(Spell):
"""A vertical column of divine fire roars down from the heavens in a location you
specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a
"""A vertical column of divine fire roars down from the heavens in a location you
specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a
point within range must make a Dexterity saving throw. A creature takes 4d6 fire
damage and 4d6 radiant damage on a failed save, or half as much damage on a
damage and 4d6 radiant damage on a failed save, or half as much damage on a
successful one.
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)
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.
"""
name = "Flame Strike"
@@ -559,24 +559,24 @@ class FlameStrike(Spell):
class FlamingSphere(Spell):
"""A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice
within range and lasts for the duration.
"""A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice
within range and lasts for the duration.
Any creature that ends its turn within
5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6
fire damage on a failed save, or half as much damage on a successful one.
As a
bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
a creature, that creature must make the saving throw against the sphere's
a creature, that creature must make the saving throw against the sphere's
damage, and the sphere stops moving this turn.
When you move the sphere, you
can direct it over barriers up to 5 feet tall and jump it across pits up to 10
feet wide. The sphere ignites flammable objects not being worn or carried, and
it sheds bright light in a 20-foot radius and dim light for an additional 20
When you move the sphere, you
can direct it over barriers up to 5 feet tall and jump it across pits up to 10
feet wide. The sphere ignites flammable objects not being worn or carried, and
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"
@@ -593,22 +593,22 @@ class FlamingSphere(Spell):
class FleshToStone(Spell):
"""You attempt to turn one creature that you can see within range into stone.
If
the targets body is made of flesh, the creature must make a Constitution saving
throw. On a failed save, it is restrained as its flesh begins to harden. On a
If
the targets body is made of flesh, the creature must make a Constitution saving
throw. On a failed save, it is restrained as its flesh begins to harden. On a
successful save, the creature isn't affected.
A creature restrained by this
spell must make another Consititution saving throw at the end of each of its
turns. If it successfully saves against this spell three times, the spell ends.
If it fails saves three times, it is turned to stone and subjected to the
petrified condition for the duration. The successes and failures don't need to
A creature restrained by this
spell must make another Consititution saving throw at the end of each of its
turns. If it successfully saves against this spell three times, the spell ends.
If it fails saves three times, it is turned to stone and subjected to the
petrified condition for the duration. The successes and failures don't need to
be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar
deformities if it reverts to its original state. If you maintain your
concentration on this spell for the entire possible duration, the creature is
If the creature is physically broken while petrified, it suffers from similar
deformities if it reverts to its original state. If you maintain your
concentration on this spell for the entire possible duration, the creature is
turned to stone until the effect is removed.
"""
name = "Flesh To Stone"
@@ -627,9 +627,9 @@ class Fly(Spell):
"""You touch a willing creature. The target gains a flying speed of 60 feet for the
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
slot of 4th level or higher, you can target one additional creature for each
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.
"""
name = "Fly"
@@ -645,12 +645,12 @@ class Fly(Spell):
class FogCloud(Spell):
"""You create a 20-foot-radius sphere of fog centered on a point within range. The
sphere spreads around corners, and its area is heavily obscured, It lasts for
"""You create a 20-foot-radius sphere of fog centered on a point within range. The
sphere spreads around corners, and its area is heavily obscured, It lasts for
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.
"""
@@ -667,27 +667,27 @@ class FogCloud(Spell):
class Forbiddance(Spell):
"""You create a ward against magical travel that protects up to 40,000 square feet
of floor space to a height of 30 feet above the floor. For the duration,
creatures can't teleport into the area or use portals, such as those created by
the gate spell, to enter the area. The spell proofs the area against planar
travel, and therefore prevents creatures from accessing the area by way of the
"""You create a ward against magical travel that protects up to 40,000 square feet
of floor space to a height of 30 feet above the floor. For the duration,
creatures can't teleport into the area or use portals, such as those created by
the gate spell, to enter the area. The spell proofs the area against planar
travel, and therefore prevents creatures from accessing the area by way of the
Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In
addition, the spell damages types of creatures that you choose when you cast
it. Choose one or more of the following: celestials, elementals, fey, fiends,
addition, the spell damages types of creatures that you choose when you cast
it. Choose one or more of the following: celestials, elementals, fey, fiends,
and undead. When a chosen creature enters the spell's area for the first time on
a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
damage (your choice when you cast this spell).
When you cast this spell, you
can designate a password. A creature that speaks the password as it enters the
When you cast this spell, you
can designate a password. A creature that speaks the password as it enters the
area takes no damage from the spell.
This spell's area can't overlap with the
This spell's area can't overlap with the
area of another forbiddance spell. If you cast forbiddance every day for 30 days
in the same location, the spell lasts until it is dispelled, and the material
in the same location, the spell lasts until it is dispelled, and the material
components are consumed on the last casting.
"""
name = "Forbiddance"
@@ -703,29 +703,29 @@ class Forbiddance(Spell):
class Forcecage(Spell):
"""An immobile, invisible, cube-shaped prison composed of magical force springs
into existence around an area you choose within range. The prison can be a cage
"""An immobile, invisible, cube-shaped prison composed of magical force springs
into existence around an area you choose within range. The prison can be a cage
or a solid box as you choose.
A prison in the shape of a cage can be up to 20
A prison in the shape of a cage can be up to 20
feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A
prison in the shape of a box can be up to 10 feet on a side, creating a solid
prison in the shape of a box can be up to 10 feet on a side, creating a solid
barrier that prevents any matter from passing through it and blocking any spells
cast into or out of the area.
When you cast the spell, any creature that is
completely inside the cage's area is trapped. Creatures only partially within
the area, or those too large to fit inside the area, are pushed away from the
When you cast the spell, any creature that is
completely inside the cage's area is trapped. Creatures only partially within
the area, or those too large to fit inside the area, are pushed away from the
center of the area until they are completely outside the area.
A creature
A creature
inside the cage can't leave it by nonmagical means. If the creature tries to use
teleportation or interplanar travel to leave the cage, it must first make a
teleportation or interplanar travel to leave the cage, it must first make a
Charisma saving throw. On a success, the creature can use that magic to exit the
cage. On a failure, the creature can't exit the cage and wastes the use of the
spell or effect. The cage also extends into the Ethereal Plane, blocking
cage. On a failure, the creature can't exit the cage and wastes the use of the
spell or effect. The cage also extends into the Ethereal Plane, blocking
ethereal travel.
This spell can't be dispelled by dispel magic.
"""
@@ -742,12 +742,12 @@ class Forcecage(Spell):
class Foresight(Spell):
"""You touch a willing creature and bestow a limited ability to see into the
immediate future. For the duration, the target can't be surprised and has
advantage on attack rolls, ability checks, and saving throws. Additionally,
other creatures have disadvantage on attack rolls against the target for the
"""You touch a willing creature and bestow a limited ability to see into the
immediate future. For the duration, the target can't be surprised and has
advantage on attack rolls, ability checks, and saving throws. Additionally,
other creatures have disadvantage on attack rolls against the target for the
duration.
This spell immediately ends if you cast it again before its duration
This spell immediately ends if you cast it again before its duration
ends.
"""
name = "Foresight"
@@ -763,14 +763,14 @@ class Foresight(Spell):
class FreedomOfMovement(Spell):
"""You touch a willing creature. For the duration, the target's movement is
unaffected by difficult terrain, and spells and other magical effects can
neither reduce the target's speed nor cause the target to be paralyzed or
"""You touch a willing creature. For the duration, the target's movement is
unaffected by difficult terrain, and spells and other magical effects can
neither reduce the target's speed nor cause the target to be paralyzed or
restrained.
The target can also spend 5 feet of movement to automatically
escape from nonmagical restraints, such as manacles or a creature that has it
grappled. Finally, being underwater imposes no penalties on the target's
The target can also spend 5 feet of movement to automatically
escape from nonmagical restraints, such as manacles or a creature that has it
grappled. Finally, being underwater imposes no penalties on the target's
movement or attacks.
"""
name = "Freedom Of Movement"
@@ -786,11 +786,11 @@ class FreedomOfMovement(Spell):
class Friends(Spell):
"""For the duration, you have advantage on all Charisma checks directed at one
creature of your choice that isn't hostile toward you. When the spell ends, the
creature realizes that you used magic to influence its mood and becomes hostile
toward you. A creature prone to violence might attack you. Another creature
might seek retribution in other ways (at the DM's discretion), depending on the
"""For the duration, you have advantage on all Charisma checks directed at one
creature of your choice that isn't hostile toward you. When the spell ends, the
creature realizes that you used magic to influence its mood and becomes hostile
toward you. A creature prone to violence might attack you. Another creature
might seek retribution in other ways (at the DM's discretion), depending on the
nature of your interaction with it.
"""
name = "Friends"
@@ -806,8 +806,8 @@ class Friends(Spell):
class Frostbite(Spell):
"""You cause numbing frost to form on one creature that you can see within range.
The target must make a Constitution saving throw. On a failed save, the target
"""You cause numbing frost to form on one creature that you can see within range.
The target must make a Constitution saving throw. On a failed save, the target
takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it
makes before the end of its next turn.
The spell's damage increases by 1d6 when
+53 -53
View File
@@ -1,11 +1,11 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class GaseousForm(Spell):
"""You transform a willing creature you touch, along with everything it's wearing
and carrying, into a misty cloud for the duration. The spell ends if the
"""You transform a willing creature you touch, along with everything it's wearing
and carrying, into a misty cloud for the duration. The spell ends if the
creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a
flying speed of 10 feet. The target can enter and occupy the
space of another creature. The target has resistance to nonmagical
@@ -15,7 +15,7 @@ class GaseousForm(Spell):
liquids as though they were solid surfaces. The target can't fall
and remains hovering in the air even when stunned or otherwise
incapacitated.
While in the form of a misty cloud, the target can't talk or
manipulate objects, and any objects it was carrying or holding
can't be dropped, used, or otherwise interacted with. The target
@@ -40,17 +40,17 @@ class Gate(Spell):
portal is a circular opening, which you can make 5 to 20 feet in
diameter. You can orient the portal in any direction you
choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it
appears. Travel through the portal is possible only by moving
through its front. Anything that does so is instantly transported
to the other plane, appearing in the unoccupied space nearest to
the portal.
Deities and other planar rulers can prevent portals created by
this spell from opening in their presence or anywhere within their
domains.
When you cast this spell, you can speak the name of a specific
creature (a pseudonym, title, or nickname doesn't work). If that
creature is on a plane other than the one you are on, the portal
@@ -77,20 +77,20 @@ class Geas(Spell):
"""You place a magical command on a creature that you can see within
range, forcing it to carry out some service or refrain from some
action or course of actiity as you decide.
If the creature can understand you, it must succeed on a Wisdom
saving throw or become charmed by you for the duration. While the
creature is charmed by you, it takes 5d10 psychic damage each time
it acts in a manner directly counter to your instructions, but no
more than once each day. A creature that can't understand you is
unaffected by the spell.
You can issue any command you choose, short of an activity that
would result in certain death. Should you issue a suicidal
command, the spell ends. You can end the spell early by using an
action to dismiss it. A remove curse, greater restoration, or wish
spell also ends it.
**At Higher Levels:** When you cast this spell usinga spell slot of
7th or 8th level, the duration is 1 year. When you cast this
spell using a spell slot of 9th level, the spell lasts until it is
@@ -110,9 +110,9 @@ class Geas(Spell):
class GentleRepose(Spell):
"""You touch a corpse or other remains. For the duration, the target is protected
"""You touch a corpse or other remains. For the duration, the target is protected
from decay and can't become undead.
The spell also effectively extends the time limit on raising the
target from the dead, since days spent under the influence of this
spell don't count against the time limit of spells such as raise
@@ -181,14 +181,14 @@ class Glibness(Spell):
class GlobeOfInvulnerability(Spell):
"""An immobile, faintly shimmering barrier springs into existence in a
10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier
can't affect creatures or objects within it, even if the spell is
cast using a higher level spell slot. Such a spell can target
creatures and objects within the barrier, but the spell has no
effect on them. Similarly, the area within the barrier is
excluded from the areas affected by such spells.
**At Higher Levels:** When you cast this spell using a spell slot
of 7th level or higher, the barrier blocks spells of one level
higher for each slot level above 6th.
@@ -211,17 +211,17 @@ class GlyphOfWarding(Spell):
creatures, either upon a surface (such as a table or a section of
floor or wall) or within an object that can be closed (such as a
book, a scroll, or a treasure chest) to conceal the glyph.
If you choose a surface, the glyph can cover an area of the
surface no larger than 10 feet in diameter. If you choose an
object, that object must remain in its place; if the object is
moved more than 10 feet from where you cast this spell, the glyph
is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful
Intelligence (Investigation) check against your spell save DC to
be found.
You decide what triggers the glyph when you cast the spell. For
glyphs inscribed on a surface, the most typical triggers include
touching or standing on the glyph, removing another object
@@ -231,17 +231,17 @@ class GlyphOfWarding(Spell):
triggers include opening that object, approaching within a certain
distance of the object, or seeing or reading the glyph. Once a
glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only
under certain circumstances or according to physical
characteristics (such as height or weight), creature kind (for
example, the ward could be set to affect aberrations or drow), or
alignment. You can also set conditions for creatures that don't
trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell
glyph.
**Explosive Runes**
When triggered, the glyph erupts with magical energy in a
20-foot-radius sphere centered on the glyph. The sphere spreads
@@ -249,7 +249,7 @@ class GlyphOfWarding(Spell):
saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
thunder damage on a failed saving throw (your choice when you
create the glyph), or half as much damage on a successful one.
**Spell Glyph**
You can store a prepared spell of 3rd level or lower in the glyph
by casting it as part of creating the glyph. The spell must target
@@ -262,7 +262,7 @@ class GlyphOfWarding(Spell):
traps, they appear as close as possible to the intruder and attack
it. If the spell requires concentration, it lasts until the end of
its full duration.
**At Higher Levels:** When you cast this spell using a spell slot
of 4th Level or higher, the damage of an explosive runes glyph
increases by 1d8 for each slot level above 3rd. If you create a
@@ -367,10 +367,10 @@ class GreaterRestoration(Spell):
"""You imbue a creature you touch with positive energy to undo a
debilitating effect. You can reduce the target's exhaustion level
by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
"""
@@ -441,19 +441,19 @@ class GuardianOfNature(Spell):
powerful guardian. The transformation lasts until the spell
ends. You choose one of the following forms to assume: Primal
Beast or Great Tree.
**Primal Beast.** Bestial fur covers your body, your facial
features become feral, and you gain the following benefits:
- Your walking speed increases by 10 feet.
- You gain darkvision with a range of 120 feet.
- You make Strength-based attack rolls with advantage.
- Your melee weapon attacks deal an extra 1d6 force damage on a
hit.
**Great Tree.** Your skin appears barky, leaves sprout from your
hair, and you gain the following benefits:
- You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attack rolls with advantage.
@@ -480,54 +480,54 @@ class GuardsAndWards(Spell):
tall, and shaped as you desire. You can ward several stories of a
stronghold by dividing the area among them, as long as you can
walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are
unaffected by any or all of the effects that you choose. You can
also specify a password that, when spoken aloud, makes the speaker
immune to these effects.
Guards and wards creates the following effects within the warded
area.
Corridors: Fog fills all the warded corridors, making them heavily
obscured. In addition, at each intersection or branching passage
offering a choice of direction, there is a 50 percent chance that
a creature other than you will believe it is going in the opposite
direction from the one it chooses.
Doors: All doors in the warded area are magically locked, as if
sealed by an arcane lock spell. In addition, you can cover up to
ten doors with an illusion (equivalent to the illusory object
function of the m inor illusion spell) to make them appear as
plain sections of wall.
Stairs: Webs fill all stairs in the warded area from top to
bottom, as the web spell. These strands regrow in 10 minutes if
they are burned or torn away while guards and wards lasts.
Other Spell Effect: You can place your choice of one of the
following magical effects within the warded area of the
stronghold.
- Place dancing lights in four corridors. You can designate a
simple program that the lights repeat as long as guards and
wards lasts.
- Place magic mouth in two locations.
- Place stinking cloud in two locations. The vapors appear in the
places you designate; they return within 10 minutes if dispersed
by wind while guards and wards lasts.
- Place a constant gust of wind in one corridor or room.
- Place a suggestion in one location. You select an area of up to
5 feet square, and any creature that enters or passes through
the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a
specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by
casting this spell there every day for one year.
@@ -590,7 +590,7 @@ class GuidingHand(Spell):
unoccupied space you can see within range. The hand exists for the
duration, but it disappears if you teleport or you travel to a
different plane of existence.
When the hand appears, you name one major landmark, such as a
city, mountain, castle, or battlefield on the same plane of
existence as you. Someone in history must have visited the site
@@ -599,10 +599,10 @@ class GuidingHand(Spell):
moves away from you at the same speed you moved, and it moves in
the direction of the landmark, always remaining 5 feet away from
you.
If you don't move toward the hand, it remains in place until you
do and beckons for you to follow once every 1d4 minutes.
"""
name = "Guiding Hand"
level = 1
@@ -619,15 +619,15 @@ class GuidingHand(Spell):
class Gust(Spell):
"""You seize the air and compel it to create one of the following
effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a
Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object
that is neither held nor carried and that weighs no more than 5
pounds. The object is pushed up to 10 feet away from you. It
isn't pushed with enough force to cause damage.
- You create a harmless sensory affect using air, such as causing
leaves to rustle, wind to slam shutters shut, or your clothing
to ripple in a breeze.
@@ -651,15 +651,15 @@ class GustOfWind(Spell):
that starts its turn in the line must succeed on a Strength saving
throw or be pushed 15 feet away from you in a direction following
the line.
Any creature in the line must spend 2 feet of movement for every 1
foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles,
torches, and similar unprotected flames in the area. It causes
protected flames, such as those of lanterns, to dance wildly and
has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you
can change the direction in which the line blasts from you.
+174 -174
View File
@@ -1,16 +1,16 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class HailOfThorns(Spell):
"""The next time you hit a creature with a ranged weapon attack before the spell
ends, this spell creates a rain of thorns that sprouts from your ranged weapon
"""The next time you hit a creature with a ranged weapon attack before the spell
ends, this spell creates a rain of thorns that sprouts from your ranged weapon
or ammunition. In addition to the normal effect of the attack, the target of the
attack and each creature within 5 feet of it must make a Dexterity saving
throw. A creature takes 1d10 piercing damage on a failed save, or half as much
attack and each creature within 5 feet of it must make a Dexterity saving
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
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
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).
"""
name = "Hail Of Thorns"
@@ -26,70 +26,70 @@ class HailOfThorns(Spell):
class Hallow(Spell):
"""You touch a point and infuse an area around it with holy (or unholy) power. The
"""You touch a point and infuse an area around it with holy (or unholy) power. The
area can have a radius up to 60 feet, and the spell fails if the radius includes
an area already under the effect a hallow spell. The affected area is subject
an area already under the effect a hallow spell. The affected area is subject
to the following effects.
First, celestials, elementals, fey, fiends, and
undead can't enter the area, nor can such creatures charm, frighten, or possess
creatures within it. Any creature charmed, frightened, or possessed by such a
creature is no longer charmed, frightened, or possessed upon entering the area.
First, celestials, elementals, fey, fiends, and
undead can't enter the area, nor can such creatures charm, frighten, or possess
creatures within it. Any creature charmed, frightened, or possessed by such a
creature is no longer charmed, frightened, or possessed upon entering the area.
You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the
following list, or choose an effect offered by the DM. Som e of these effects
apply to creatures in the area; you can designate whether the effect applies to
Second, you can bind an extra effect to the area. Choose the effect from the
following list, or choose an effect offered by the DM. Som e of these effects
apply to creatures in the area; you can designate whether the effect applies to
all creatures, creatures that follow a specific deity or leader, or creatures of
a specific sort, such as ores or trolls. When a creature that would be affected
enters the spell's area for the first time on a turn or starts its turn there,
it can make a Charisma saving throw. On a success, the creature ignores the
enters the spell's area for the first time on a turn or starts its turn there,
it can make a Charisma saving throw. On a success, the creature ignores the
extra effect until it leaves the area.
Courage
Affected creatures can't be
frightened while in the area.
Affected creatures can't be
frightened while in the area.
Darkness
Darkness fills the area. Normal light,
as well as magical light created by spells of a lower level than the slot you
Darkness fills the area. Normal light,
as well as magical light created by spells of a lower level than the slot you
used to cast this spell, can't illuminate the area.
Daylight
Bright light fills
the area. Magical darkness created by spells of a lower level than the slot you
used to cast this spell can't extinguish the light.
Energy Protection
Affected
creatures in the area have resistance to one damage type of your choice, except
for bludgeoning, piercing, or slashing.
Energy Vulnerability
Affected
creatures in the area have vulnerability to one damage type of your choice,
Affected
creatures in the area have vulnerability to one damage type of your choice,
except for bludgeoning, piercing, or slashing.
Everlasting Rest
Dead bodies
Dead bodies
interred in the area can't be turned into undead.
Extradimensional Interference
Affected creatures can't move or travel using teleportation or by
Affected creatures can't move or travel using teleportation or by
extradimensional or interplanar means.
Fear
Affected creatures are frightened
Affected creatures are frightened
while in the area.
Silence
No sound can emanate from within the area, and no
No sound can emanate from within the area, and no
sound can reach into it.
Tongues
Affected creatures can communicate with any
Affected creatures can communicate with any
other creature in the area, even if they don't share a common language.
"""
name = "Hallow"
@@ -106,17 +106,17 @@ class Hallow(Spell):
class HallucinatoryTerrain(Spell):
"""You make natural terrain in a 150-foot cube in range look, sound, and smell like
some other sort of natural terrain. Thus, open fields or a road can be made to
some other sort of natural terrain. Thus, open fields or a road can be made to
resemble a swamp, hill, crevasse, or some other difficult or impassable terrain.
A pond can be made to seem like a grassy meadow, a precipice like a gentle
slope, or a rock-strewn gully like a wide and smooth road. Manufactured
structures, equipment, and creatures within the area aren't changed in
A pond can be made to seem like a grassy meadow, a precipice like a gentle
slope, or a rock-strewn gully like a wide and smooth road. Manufactured
structures, equipment, and creatures within the area aren't changed in
appearance.
The tactile characteristics of the terrain are unchanged, so
creatures entering the area are likely to see through the illusion. If the
difference isn't obvious by touch, a creature carefully examining the illusion
can attempt an Intelligence (Investigation) check against your spell save DC to
The tactile characteristics of the terrain are unchanged, so
creatures entering the area are likely to see through the illusion. If the
difference isn't obvious by touch, a creature carefully examining the illusion
can attempt an Intelligence (Investigation) check against your spell save DC to
disbelieve it. A creature who discerns the illusion for what it is, sees it as a
vague image superimposed on the terrain.
"""
@@ -134,12 +134,12 @@ class HallucinatoryTerrain(Spell):
class Harm(Spell):
"""You unleash a virulent disease on a creature that you can see within range.
The
target must make a Constitution saving throw. On a failed save, it takes 14d6
necrotic damage, or half as much damage on a successful save. The damage can't
reduce the target's hit points below 1. If the target fails the saving throw,
its hit point maximum is reduced for 1 hour by an amount equal to the necrotic
damage it took. Any effect that removes a disease allows a creature's hit point
The
target must make a Constitution saving throw. On a failed save, it takes 14d6
necrotic damage, or half as much damage on a successful save. The damage can't
reduce the target's hit points below 1. If the target fails the saving throw,
its hit point maximum is reduced for 1 hour by an amount equal to the necrotic
damage it took. Any effect that removes a disease allows a creature's hit point
maximum to return to normal before that time passes.
"""
name = "Harm"
@@ -155,14 +155,14 @@ class Harm(Spell):
class Haste(Spell):
"""Choose a willing creature that you can see within range. Until the spell ends,
the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on
"""Choose a willing creature that you can see within range. Until the spell ends,
the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on
Dexterity saving throws, and it gains an additional action on each of its turns.
That action can be used only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.
When the spell ends, the target
can't move or take actions until after its next turn, as a wave of lethargy
When the spell ends, the target
can't move or take actions until after its next turn, as a wave of lethargy
sweeps over it.
"""
name = "Haste"
@@ -178,13 +178,13 @@ class Haste(Spell):
class Heal(Spell):
"""Choose a creature that you can see within range. A surge of positive energy
washes through the creature, causing it to regain 70 hit points. The spell also
ends blindness, deafness, and any diseases affecting the target. This spell has
"""Choose a creature that you can see within range. A surge of positive energy
washes through the creature, causing it to regain 70 hit points. The spell also
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
using aspell slot of 7th level or higher, the amount of healing increases by 10
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.
"""
name = "Heal"
@@ -200,17 +200,17 @@ class Heal(Spell):
class HealingSpirit(Spell):
"""You call forth a nature spirit to soothe the wounded. The intangible spirit
appears in a space that is a 5-foot cube you can see within range. The spirit
looks like a transparent beast or fey (your choice). Until the spell ends,
whenever you or a creature you can see moves into the spirits space for the
first time on a turn or starts its turn there, you can cause the spirit to
restore ld6 hit points to that creature (no action required). The spirit can't
heal constructs or undead. As a bonus action on your turn, you can move the
"""You call forth a nature spirit to soothe the wounded. The intangible spirit
appears in a space that is a 5-foot cube you can see within range. The spirit
looks like a transparent beast or fey (your choice). Until the spell ends,
whenever you or a creature you can see moves into the spirits space for the
first time on a turn or starts its turn there, you can cause the spirit to
restore ld6 hit points to that creature (no action required). The spirit can't
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
this spell using a spell slot of 3rd level or higher, the healing increases 1d6
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.
"""
name = "Healing Spirit"
@@ -230,9 +230,9 @@ class HealingWord(Spell):
to 1d4 + your 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 higher, the healing increases by 1d4 for each slot level above
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.
"""
name = "Healing Word"
@@ -251,17 +251,17 @@ class HeatMetal(Spell):
"""Choose a manufactured metal object, such as a metal weapon or a suit of heavy or
medium metal armor, that you can see within range. You cause the object to glow
red-hot. Any creature in physical contact with the object takes 2d8 fire damage
when you cast the spell. Until the spell ends, you can use a bonus action on
when you cast the spell. Until the spell ends, you can use a bonus action on
each of your subsequent turns to cause this damage again.
If a creature is
holding or wearing the object and takes the damage from it, the creature must
succeed on a Constitution saving throw or drop the object if it can. If it
doesn't drop the object, it has disadvantage on attack rolls and ability checks
If a creature is
holding or wearing the object and takes the damage from it, the creature must
succeed on a Constitution saving throw or drop the object if it can. If it
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
using a spell slot of 3rd level or higher, the damage increases by 1d8 for each
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 = "Heat Metal"
@@ -279,14 +279,14 @@ class HeatMetal(Spell):
class HellishRebuke(Spell):
"""Reaction: you are being damaged by a creature within 60 feet of you that you can
see.
You point your finger, and the creature that damaged you is momentarily
surrounded by hellish flames. The creature must make a Dexterity saving throw.
It takes 2d10 fire damage on a failed save, or half as much damage on a
You point your finger, and the creature that damaged you is momentarily
surrounded by hellish flames. The creature must make a Dexterity saving throw.
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
of 2nd level or higher, the damage increases by 1d10 for each slot level above
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.
"""
name = "Hellish Rebuke"
@@ -302,15 +302,15 @@ class HellishRebuke(Spell):
class HeroesFeast(Spell):
"""You bring forth a great feast, including magnificent food and drink. The feast
takes 1 hour to consume and disappears at the end of that time, and the
beneficial effects don't set in until this hour is over. Up to twelve other
"""You bring forth a great feast, including magnificent food and drink. The feast
takes 1 hour to consume and disappears at the end of that time, and the
beneficial effects don't set in until this hour is over. Up to twelve other
creatures can partake of the feast.
A creature that partakes of the feast gains
several benefits. The creature is cured of all diseases and poison, becomes
immune to poison and being frightened, and makes all Wisdom saving throws with
advantage. Its hit point maximum also increases by 2d10, and it gains the same
several benefits. The creature is cured of all diseases and poison, becomes
immune to poison and being frightened, and makes all Wisdom saving throws with
advantage. Its hit point maximum also increases by 2d10, and it gains the same
number of hit points. These benefits last for 24 hours.
"""
name = "Heroes Feast"
@@ -327,13 +327,13 @@ class HeroesFeast(Spell):
class Heroism(Spell):
"""A willing creature you touch is imbued with bravery.
Until the spell ends, the
creature is immune to being frightened and gains temporary hit points equal to
your spellcasting ability modifier at the start of each of its turns. When the
Until the spell ends, the
creature is immune to being frightened and gains temporary hit points equal to
your spellcasting ability modifier at the start of each of its turns. When the
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"
@@ -349,22 +349,22 @@ class Heroism(Spell):
class Hex(Spell):
"""You place a curse on a creature that you can see within range. Until the spell
ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it
"""You place a curse on a creature that you can see within range. Until the spell
ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it
with an attack. Also, choose one ability when you cast the spell. The target has
disadvantage on ability checks made with the chosen ability.
If the target
drops to 0 hit points before this spell ends, you can use a bonus action on a
If the target
drops to 0 hit points before this spell ends, you can use a bonus action on a
subsequent turn of yours to curse a new creature.
A remove curse cast on the
A remove curse cast on the
target ends this spell early.
At Higher Levels: When you cast this spell using
a spell slot of 3rd or 4th level, you can maintain your concentration on the
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
When you use a spell slot of 5th level or higher, you
can maintain your concentration on the spell for up to 24 hours.
"""
name = "Hex"
@@ -380,13 +380,13 @@ class Hex(Spell):
class HoldMonster(Spell):
"""Choose a creature that you can see within range. The target must succeed on a
Wisdom saving throw or be paralyzed for the duration. This spell has no effect
on undead. At the end of each of its turns, the target can make another Wisdom
"""Choose a creature that you can see within range. The target must succeed on a
Wisdom saving throw or be paralyzed for the duration. This spell has no effect
on undead. At the end of each of its 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 slot of 6th level or higher, you can
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, you can
target one additional creature for each slot level above 5th. The creatures must
be within 30 feet of each other when you target them.
"""
@@ -403,14 +403,14 @@ class HoldMonster(Spell):
class HoldPerson(Spell):
"""Choose a humanoid that you can see within range. The target must succeed on a
Wisdom saving throw or be paralyzed for the duration. At the end of each of its
turns, the target can make another Wisdom saving throw. On a success, the spell
"""Choose a humanoid that you can see within range. The target must succeed on a
Wisdom saving throw or be paralyzed for the duration. At the end of each of its
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
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
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.
"""
name = "Hold Person"
@@ -426,13 +426,13 @@ class HoldPerson(Spell):
class HolyAura(Spell):
"""Divine light washes out from you and coalesces in a soft radiance in a 30-foot
"""Divine light washes out from you and coalesces in a soft radiance in a 30-foot
radius around you.
Creatures of your choice in that radius when you cast this
Creatures of your choice in that radius when you cast this
spell shed dim light in a 5-foot radius and have advantage on all saving throws,
and other creatures have disadvantage on attack rolls against them until the
spell ends. In addition, when a fiend or an undead hits an affected creature
with a melee attack, the aura flashes with brilliant light. The attacker must
and other creatures have disadvantage on attack rolls against them until the
spell ends. In addition, when a fiend or an undead hits an affected creature
with a melee attack, the aura flashes with brilliant light. The attacker must
succeed on a Constitution saving throw or be blinded until the spell ends.
"""
name = "Holy Aura"
@@ -448,16 +448,16 @@ class HolyAura(Spell):
class HolyWeapon(Spell):
"""You imbue a weapon you touch with holy power. Until the spell ends, the weapon
emits bright light in a 30-foot radius and dim light for an additional 30 feet.
In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a
hit. If the weapon isn't already a magic weapon, it becomes one for the
duration. As a bonus action on your turn, you can dismiss this spell and cause
the weapon to emit a burst of radiance. Each creature of your choice that you
can see within 30 feet ofyou must make a Constitution saving throw. On a failed
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
successful save, a creature takes half as much damage and isn't blinded. At the
end of each Ofits turns, a blinded creature can make a Constitution saving
"""You imbue a weapon you touch with holy power. Until the spell ends, the weapon
emits bright light in a 30-foot radius and dim light for an additional 30 feet.
In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a
hit. If the weapon isn't already a magic weapon, it becomes one for the
duration. As a bonus action on your turn, you can dismiss this spell and cause
the weapon to emit a burst of radiance. Each creature of your choice that you
can see within 30 feet ofyou must make a Constitution saving throw. On a failed
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
successful save, a creature takes half as much damage and isn't blinded. At the
end of each Ofits turns, a blinded creature can make a Constitution saving
throw, ending the effect on itselfon a success.
"""
name = "Holy Weapon"
@@ -475,15 +475,15 @@ class HolyWeapon(Spell):
class HungerOfHadar(Spell):
"""You open a gateway to the dark between the stars, a region infested with unknown
horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered
on a point with range and lasting for the duration. This void is filled with a
cacophony of soft whispers and slurping noises that can be heard up to 30 feet
away. No light, magical or otherwise, can illuminate the area, and creatures
on a point with range and lasting for the duration. This void is filled with a
cacophony of soft whispers and slurping noises that can be heard up to 30 feet
away. No light, magical or otherwise, can illuminate the area, and creatures
fully within the area are blinded.
The void creates a warp in the fabric of
space, and the area is difficult terrain. Any creature that starts its turn in
The void creates a warp in the fabric of
space, and the area is difficult terrain. Any creature that starts its turn in
the area takes 2d6 cold damage. Any creature that ends its turn in the area must
succeed on a Dexterity saving throw or take 2d6 acid damage as milky,
succeed on a Dexterity saving throw or take 2d6 acid damage as milky,
otherwordly tentacles rub against it.
"""
name = "Hunger Of Hadar"
@@ -499,19 +499,19 @@ class HungerOfHadar(Spell):
class HuntersMark(Spell):
"""You choose a creature you can see within range and mystically mark it as your
"""You choose a creature you can see within range and mystically mark it as your
quarry.
Until the spell ends, you deal an extra 1d6 damage to the target
whenever you hit it with a weapon attack, and you have advantage on any Wisdom
Until the spell ends, you deal an extra 1d6 damage to the target
whenever you hit it with a weapon attack, and you have advantage on any Wisdom
(Perception) or Wisdom (Survival) check you make to find it. If the target drops
to 0 hit points before this spell ends, you can use a bonus action on a
to 0 hit points before this spell ends, you can use a bonus action on a
subsequent turn of yours to mark a new creature.
At Higher Levels: When you
cast this spell using a spell slot of 3rd or 4th level, you can maintain your
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 can maintain your concentration on the spell for up to 24
When you use a spell slot of 5th
level or higher, you can maintain your concentration on the spell for up to 24
hours.
"""
name = "Hunters Mark"
@@ -527,15 +527,15 @@ class HuntersMark(Spell):
class HypnoticPattern(Spell):
"""You create a twisting pattern of colors that weaves through the air inside a
"""You create a twisting pattern of colors that weaves through the air inside a
30-foot cube within range.
The pattern appears for a moment and vanishes. Each
creature in the area who sees the pattern must make a Wisdom saving throw. On a
failed save, the creature becomes charmed for the duration. While charmed by
The pattern appears for a moment and vanishes. Each
creature in the area who sees the pattern must make a Wisdom saving throw. On a
failed save, the creature becomes charmed for the duration. While charmed by
this spell, the creature is incapacitated and has a speed of 0.
The spell ends
for an affected creature if it takes any damage or if someone else uses an
The spell ends
for an affected creature if it takes any damage or if someone else uses an
action to shake the creature out of its stupor.
"""
name = "Hypnotic Pattern"
+176 -176
View File
@@ -1,15 +1,15 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class IceKnife(Spell):
"""(a drop of water or piece of ice)
You create a shard of ice and fling it at one
creature within range. Make a ranged spell attack against the target. On a hit,
You create a shard of ice and fling it at one
creature within range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The
target and each creature within 5 feet of the point where the ice exploded must
succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cold
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level above 1st.
"""
name = "Ice Knife"
@@ -25,18 +25,18 @@ class IceKnife(Spell):
class IceStorm(Spell):
"""A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high
cylinder centered on a point within range.
Each creature in the cylinder must
make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6
"""A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high
cylinder centered on a point within range.
Each creature in the cylinder must
make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6
cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end
Hailstones turn the storm's area of effect into difficult terrain until the end
of your next turn.
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
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.
"""
name = "Ice Storm"
@@ -52,14 +52,14 @@ class IceStorm(Spell):
class Identify(Spell):
"""You choose one object that you must touch throughout the casting of the spell.
If it is a magic item or some other magic-imbued object, you learn its
properties and how to use them, whether it requires attunement to use, and how
"""You choose one object that you must touch throughout the casting of the spell.
If it is a magic item or some other magic-imbued object, you learn its
properties and how to use them, whether it requires attunement to use, and how
many charges it has, if any. You learn whether any spells are affecting the item
and what they are. If the item was created by a spell, you learn which spell
and what they are. If the item was created by a spell, you learn which spell
created it.
If you instead touch a creature throughout the casting, you learn
If you instead touch a creature throughout the casting, you learn
what spells, if any, are currently affecting it.
"""
name = "Identify"
@@ -92,29 +92,29 @@ class IdInsinuation(Spell):
class IllusoryDragon(Spell):
"""By gathering threads of shadow material from the Shadowfell, you create a Huge
shadowy dragon in an unoccupied space that you can see within range. The
illusion lasts for the spell's duration and occupies its space, as if it were a
"""By gathering threads of shadow material from the Shadowfell, you create a Huge
shadowy dragon in an unoccupied space that you can see within range. The
illusion lasts for the spell's duration and occupies its space, as if it were a
creature.
When the illusion appears, any of your enemies that can see it must
succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a
frightened creature ends its turn in a location where it doesn't have line of
sight to the illusion, it can repeat the saving throw, ending the effect on
When the illusion appears, any of your enemies that can see it must
succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a
frightened creature ends its turn in a location where it doesn't have line of
sight to the illusion, it can repeat the saving throw, ending the effect on
itself on a success.
As a bonus action on your turn, you can move the illusion
up to 60 feet. At any point during its movement, you can cause it to exhale a
blast of energy in a 60-foot cone originating from its space. When you create
the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or
As a bonus action on your turn, you can move the illusion
up to 60 feet. At any point during its movement, you can cause it to exhale a
blast of energy in a 60-foot cone originating from its space. When you create
the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or
poison. Each creature in the cone must make an Intelligence saving throw, taking
'7d6 damage of the
chosen damage type on a failed save, or half as much damage
chosen damage type on a failed save, or half as much damage
on a successful one.
The illusion is tangible because of the shadow stuff used
to create it, but attacks miss it automatically. it succeeds on all saving
throws, and it is immune to all damage and conditions. A creature that uses an
action to examine the dragon can determine that it is an illusion by succeeding
on an Intelligence (Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the creature can see through it
The illusion is tangible because of the shadow stuff used
to create it, but attacks miss it automatically. it succeeds on all saving
throws, and it is immune to all damage and conditions. A creature that uses an
action to examine the dragon can determine that it is an illusion by succeeding
on an Intelligence (Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the creature can see through it
and has advantage on saving throws against its breath.
"""
name = "Illusory Dragon"
@@ -132,18 +132,18 @@ class IllusoryDragon(Spell):
class IllusoryScript(Spell):
"""You write on parchment, paper, or some other suitable writing material and imbue
it with a potent illusion that lasts for the duration.
To you and any
creatures you designate when you cast the spell, the writing appears normal,
written in your hand, and conveys whatever meaning you intended when you wrote
To you and any
creatures you designate when you cast the spell, the writing appears normal,
written in your hand, and conveys whatever meaning you intended when you wrote
the text. To all others, the writing appears as if it were written in an unknown
or magical script that is unintelligible. Alternatively, you can cause the
writing to appear to be an entirely different message, written in a different
or magical script that is unintelligible. Alternatively, you can cause the
writing to appear to be an entirely different message, written in a different
hand and language, though the language must be one you know.
Should the spell
Should the spell
be dispelled, the original script and the illusion both disappear.
A creature
A creature
with truesight can read the hidden message.
"""
name = "Illusory Script"
@@ -159,15 +159,15 @@ class IllusoryScript(Spell):
class Immolation(Spell):
"""Flames wreathe one creature you can see within range. The target must make a
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as
"""Flames wreathe one creature you can see within range. The target must make a
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as
much damage on a successful one. On a failed save, the target also burns for the
spell's duration. The burning target sheds bright light in a 30-foot radius and
dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and
the spell ends on a successful one. These magical flames can't be extinguished
dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and
the spell ends on a successful one. These magical flames can't be extinguished
by nonmagical means.
If damage from this spell kills a target, the target is
If damage from this spell kills a target, the target is
turned to ash.
"""
name = "Immolation"
@@ -184,72 +184,72 @@ class Immolation(Spell):
class Imprisonment(Spell):
"""You create a magical restraint to hold a creature that you can see within range.
The target must succeed on a Wisdom saving throw or be bound by the spell; if
it succeeds, it is immune to this spell if you cast it again. While affected by
this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't
The target must succeed on a Wisdom saving throw or be bound by the spell; if
it succeeds, it is immune to this spell if you cast it again. While affected by
this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't
age. Divination spells can't locate or perceive the target.
When you cast the
When you cast the
spell, you choose one of the following forms of imprisonment. 
Burial
The
target is entombed far beneath the earth in a sphere of magical force that is
just large enough to contain the target. Nothing can pass through the
The
target is entombed far beneath the earth in a sphere of magical force that is
just large enough to contain the target. Nothing can pass through the
sphere, nor can any creature teleport or use planar travel to get into or out of
it.
The special component for this version of the spell is a small mithral orb.
Chaining
Heavy chains, firmly rooted in the ground, hold the target in place.
The target is restrained until the spell ends, and it can't move or be moved by
Heavy chains, firmly rooted in the ground, hold the target in place.
The target is restrained until the spell ends, and it can't move or be moved by
any means until then.
The special component for this version of the spell is
The special component for this version of the spell is
a fine chain of precious metal.
Hedged Prison
The spell transports the target
into a tiny demiplane that is warded against teleportation and planar travel.
The demiplane can be a labyrinth, a cage, a tower, or any similar confined
The spell transports the target
into a tiny demiplane that is warded against teleportation and planar travel.
The demiplane can be a labyrinth, a cage, a tower, or any similar confined
structure or area of your choice.
The special component for this version of the
The special component for this version of the
spell is a miniature representation of the prison made from jade.
Minimus
Minimus
Containment
The target shrinks to a height of 1 inch and is imprisoned inside a
gemstone or similarobject. Light can pass through the gemstone
normally (allowing the target to see out and other creatures to see in), but
nothing else can pass through, even by means of teleportation or planar travel.
The target shrinks to a height of 1 inch and is imprisoned inside a
gemstone or similarobject. Light can pass through the gemstone
normally (allowing the target to see out and other creatures to see in), but
nothing else can pass through, even by means of teleportation or planar travel.
The gemstone can't be cut or broken while the spell remains in effect.
The
special component for this version of the spell is a large, transparent
The
special component for this version of the spell is a large, transparent
gemstone, such as a corundum, diamond, or ruby.
Slumber
The target falls asleep
and can't be awoken.
The special component for this version of the
The special component for this version of the
spell consists of rare soporific herbs. 
Ending the Spell
During the casting of
the spell, in any of its versions, you can specify a condition that will cause
the spell to end and release the target. The condition can be as specific or as
elaborate as you choose, but the DM must agree that the condition is reasonable
and has a likelihood of coming to pass. The conditions can be based on a
creature's name, identity, or deity but otherwise must be based on
observable actions or qualities and not based on intangibles such as level,
the spell, in any of its versions, you can specify a condition that will cause
the spell to end and release the target. The condition can be as specific or as
elaborate as you choose, but the DM must agree that the condition is reasonable
and has a likelihood of coming to pass. The conditions can be based on a
creature's name, identity, or deity but otherwise must be based on
observable actions or qualities and not based on intangibles such as level,
class, or hit points.
A dispel magic spell can end the spell only if it is
cast as a 9th-level spell, targeting either the prison or the special component
A dispel magic spell can end the spell only if it is
cast as a 9th-level spell, targeting either the prison or the special component
used to create it.
You can use a particular special component to create only
one prison at a time. If you cast the spell again using the same component, the
You can use a particular special component to create only
one prison at a time. If you cast the spell again using the same component, the
target of the first casting is immediately freed from its binding.
"""
name = "Imprisonment"
@@ -265,19 +265,19 @@ class Imprisonment(Spell):
class IncendiaryCloud(Spell):
"""A swirling cloud of smoke shot through with white-hot embers appears in a
"""A swirling cloud of smoke shot through with white-hot embers appears in a
20-foot-radius sphere centered on a point within range.
The cloud spreads around
corners and is heavily obscured. It lasts for the duration or until a wind of
corners and is heavily obscured. It lasts for the duration or until a wind of
moderate or greater speed (at least 10 miles per hour) disperses it.
When the
cloud appears, each creature in it must make a Dexterity saving throw. A
creature takes 10d8 fire damage on a failed save, or half as much damage on a
successful one. A creature must also make this saving throw when it enters the
When the
cloud appears, each creature in it must make a Dexterity saving throw. A
creature takes 10d8 fire damage on a failed save, or half as much damage on a
successful one. A creature must also make this saving throw when it enters the
spell's area for the first time on a turn or ends its turn there.
The cloud
The cloud
moves 10 feet directly away from you in a direction that you choose at the start
of each of your turns.
"""
@@ -294,40 +294,40 @@ class IncendiaryCloud(Spell):
class InfernalCalling(Spell):
"""Uttering a dark incantation, you summon a devil from the Nine Hells. You choose
the devil's type, which must be one of challenge rating 6 or lower, such as a
barbed devil or a bearded devil. The devil appears in an unoccupied space that
you can see within range. The devil disappears when it drops to 0 hit points or
"""Uttering a dark incantation, you summon a devil from the Nine Hells. You choose
the devil's type, which must be one of challenge rating 6 or lower, such as a
barbed devil or a bearded devil. The devil appears in an unoccupied space that
you can see within range. The devil disappears when it drops to 0 hit points or
when the spell ends.
The devil is unfriendly toward you and your companions.
Roll initiative for the devil, which has its own turns. It is under the Dungeon
Master's control and acts according to its nature on each of its turns, which
might result in its attacking you if it thinks it can prevail, or trying to
tempt you to undertake an evil act in exchange for limited service. The DM has
The devil is unfriendly toward you and your companions.
Roll initiative for the devil, which has its own turns. It is under the Dungeon
Master's control and acts according to its nature on each of its turns, which
might result in its attacking you if it thinks it can prevail, or trying to
tempt you to undertake an evil act in exchange for limited service. The DM has
the creature's statistics.
On each of your turns, you can try to issue a verbal
command to the devil (no action required by you). It obeys the command if the
On each of your turns, you can try to issue a verbal
command to the devil (no action required by you). It obeys the command if the
likely outcome is in accordance with its desires, especially if the result would
draw you toward evil. Otherwise, you must make a Charisma (Deception,
Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You
make the check with advantage if you say the devil's true name. Ifyour check
fails, the devil becomes immune to your verbal commands for the duration of the
spell, though it can still carry out your commands if it chooses. If your check
succeeds, the devil carries out your command- such as "attack my enemies,"
draw you toward evil. Otherwise, you must make a Charisma (Deception,
Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You
make the check with advantage if you say the devil's true name. Ifyour check
fails, the devil becomes immune to your verbal commands for the duration of the
spell, though it can still carry out your commands if it chooses. If your check
succeeds, the devil carries out your command- such as "attack my enemies,"
"explore the room ahead," or "bear this message to the queen"-until it completes
the activity, at which point it returns to you to report having done so.
If
your concentration ends before the spell reaches its full duration, the devil
doesnt disappear if it has become immune to your verbal commands. Instead, it
If
your concentration ends before the spell reaches its full duration, the devil
doesnt disappear if it has become immune to your verbal commands. Instead, it
acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If
you possess an individual devil's talisman, you can summon that devil if it is
If
you possess an individual devil's talisman, you can summon that devil if it is
of the appropriate challenge
rating plus 1, and it obeys all your commands, with
no Charisma checks required.
At Higher Levels: When you cast this spell using
a spell slot of 6th level or higher, the challenge rating increases by 1 for
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 = "Infernal Calling"
@@ -343,14 +343,14 @@ class InfernalCalling(Spell):
class Infestation(Spell):
"""You cause a cloud of mites, fleas, and other parasites to appear momentarily on
"""You cause a cloud of mites, fleas, and other parasites to appear momentarily on
one creature you can see within range. The target must succeed on a Constitution
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
direction if it can move and its speed is at least 5 feet. Roll a d4 for the
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't
provoke opportunity attacks, and if the direction rolled is blocked, the target
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
direction if it can move and its speed is at least 5 feet. Roll a d4 for the
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't
provoke opportunity attacks, and if the direction rolled is blocked, the target
doesn't move.
The spell's damage increases by 1d6 when you reach 5th level
The spell's damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
"""
name = "Infestation"
@@ -368,9 +368,9 @@ class Infestation(Spell):
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
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
level above 1st.
"""
name = "Inflict Wounds"
@@ -386,18 +386,18 @@ class InflictWounds(Spell):
class InsectPlague(Spell):
"""Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you
choose within range. The sphere spreads around corners. The sphere remains for
the duration, and its area is lightly obscured. The sphere's area is difficult
"""Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you
choose within range. The sphere spreads around corners. The sphere remains for
the duration, and its area is lightly obscured. The sphere's area is difficult
terrain.
When the area appears, each creature in it must make a Constitution
When the area appears, each creature in it must make a Constitution
saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
much damage on a successful one. A creature must also make this saving throw
when it enters the spell's area for the first time on a turn or ends its turn
much damage on a successful one. A creature must also make this saving throw
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"
@@ -413,16 +413,16 @@ class InsectPlague(Spell):
class InvestitureOfFlame(Spell):
"""Flames race across your body, shedding bright light in a 30-foot radius and dim
light for an additional 30 feet for the spell's duration. The flames don't harm
"""Flames race across your body, shedding bright light in a 30-foot radius and dim
light for an additional 30 feet for the spell's duration. The flames don't harm
you. Until the spell ends, you gain the following benefits:
- You are immune to
- You are immune to
fire damage and have resistance to cold damage.
- Any creature that moves within
5 feet of you for the first time on a turn or ends its turn there takes 1d10
5 feet of you for the first time on a turn or ends its turn there takes 1d10
fire damage.
- You can use your action to create a line of fire 15 feet long and
5 feet wide extending from you in a direc- tion you choose. Each creature in
5 feet wide extending from you in a direc- tion you choose. Each creature in
the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on
a failed save, or half as much damage on a successful one.
"""
@@ -440,18 +440,18 @@ class InvestitureOfFlame(Spell):
class InvestitureOfIce(Spell):
"""Until the spell ends, ice rimes your body, and you gain the following benefits:
- You are immune to cold damage and have resistance to fire damage.
- You can
move across difficult terrain created by ice or snow without spending extra
- You can
move across difficult terrain created by ice or snow without spending extra
movement.
- The ground in a 10-foot radius around you is icy and is difficult
- The ground in a 10-foot radius around you is icy and is difficult
terrain for creatures other than you. The radius moves with you.
- You can use
your action to create a 15-foot cone of freezing wind extending from your
- You can use
your action to create a 15-foot cone of freezing wind extending from your
outstretched hand in a direction you choose. Each creature in the cone must make
a Constitution saving throw. A creature takes 4d6 cold damage on a failed save,
or half as much damage on a successful one. A creature that fails its save
or half as much damage on a successful one. A creature that fails its save
against this effect has its speed halved until the start of your next turn.
"""
name = "Investiture Of Ice"
@@ -467,18 +467,18 @@ class InvestitureOfIce(Spell):
class InvestitureOfStone(Spell):
"""Until the spell ends, bits of rock spread across your body, and you gain the
"""Until the spell ends, bits of rock spread across your body, and you gain the
following benefits:
- You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons.
- You can use your action to create a small
- You can use your action to create a small
earthquake on the ground in a 15-foot radius centered on you. Other creatures on
that ground must succeed on a Dexterity saving throw or be knocked prone.
- You
can move across difficult terrain made of earth or stone without spending extra
movement. You can move through solid earth or stone as if it was air and
without destabilizing it, but you can't end your movement there. If you do so,
you are ejected to the nearest unoccupied space, this spell ends, and you are
movement. You can move through solid earth or stone as if it was air and
without destabilizing it, but you can't end your movement there. If you do so,
you are ejected to the nearest unoccupied space, this spell ends, and you are
stunned until the end of your next turn.
"""
name = "Investiture Of Stone"
@@ -494,16 +494,16 @@ class InvestitureOfStone(Spell):
class InvestitureOfWind(Spell):
"""Until the spell ends, wind whirls around you, and you gain the following
"""Until the spell ends, wind whirls around you, and you gain the following
benefits:
- Ranged weapon attacks made against you have disad- vantage on the
- Ranged weapon attacks made against you have disad- vantage on the
attack roll.
- You gain a flying speed of 60 feet. If you are still flying when
- You gain a flying speed of 60 feet. If you are still flying when
the spell ends, you fall, unless you can some- how prevent it.
- You can use
your action to create a 15-foot cube of swirling wind centered on a point you
can see within 60 feet of you. Each creature in that area must make a
Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
- You can use
your action to create a 15-foot cube of swirling wind centered on a point you
can see within 60 feet of you. Each creature in that area must make a
Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
save, or half as much damage on a successful one. If a Large or smaller creature
fails the save, that creature is also pushed up to 10 feet away from the center
of the cube.
@@ -522,11 +522,11 @@ class InvestitureOfWind(Spell):
class Invisibility(Spell):
"""A creature you touch becomes invisible until the spell ends. Anything the target
is wearing or carrying is invisible as long as it is on the target's person.
is wearing or carrying is invisible as long as it is on the target's person.
The spell ends for a target that attacks or casts a spell.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, you can
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.
"""
name = "Invisibility"
+2 -2
View File
@@ -1,8 +1,8 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class Jump(Spell):
"""You touch a creature. The creature's jump distance is tripled until the spell
"""You touch a creature. The creature's jump distance is tripled until the spell
ends.
"""
name = "Jump"
+9 -9
View File
@@ -1,21 +1,21 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class Knock(Spell):
"""Choose an object that you can see within range. The object can be a door, a box,
a chest, a set of manacles, a padlock, or another object that contains a
a chest, a set of manacles, a padlock, or another object that contains a
mundane or magical means that prevents access.
A target that is held shut by a
mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred.
A target that is held shut by a
mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred.
If the object has multiple locks, only one of them is unlocked.
If you choose a
target that is held shut with arcane lock, that spell is suppressed for 10
target that is held shut with arcane lock, that spell is suppressed for 10
minutes, during which time the target can be opened and shut normally.
When you
cast the spell, a loud knock, audible from as far away as 300 feet, emanates
cast the spell, a loud knock, audible from as far away as 300 feet, emanates
from the target object.
"""
name = "Knock"
+105 -105
View File
@@ -1,18 +1,18 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class LegendLore(Spell):
"""Name or describe a person, place, or object. The spell brings to your mind a
brief summary of the significant lore about the thing you named. The lore might
consist of current tales, forgotten stories, or even secret lore that has never
been widely known. If the thing you named isn't of legendary importance, you
gain no information. The more information you already have about the thing, the
"""Name or describe a person, place, or object. The spell brings to your mind a
brief summary of the significant lore about the thing you named. The lore might
consist of current tales, forgotten stories, or even secret lore that has never
been widely known. If the thing you named isn't of legendary importance, you
gain no information. The more information you already have about the thing, the
more precise and detailed the information you receive is.
The information you
learn is accurate but might be couched in figurative language. For example, if
The information you
learn is accurate but might be couched in figurative language. For example, if
you have a mysterious magic axe on hand, the spell might yield this information:
Woe to the evildoer whose hand touches the axe, for even the haft slices the
Woe to the evildoer whose hand touches the axe, for even the haft slices the
hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin,
may awaken the true powers of the axe, and only with the sacred word Rudnogg on
the lips.
@@ -31,21 +31,21 @@ class LegendLore(Spell):
class LeomundsSecretChest(Spell):
"""You hide a chest, and all its contents, on the Ethereal Plane.
You must touch
the chest and the miniature replica that serves as a material component for the
spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet
You must touch
the chest and the miniature replica that serves as a material component for the
spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet
by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can
use an action and touch the replica to recall the chest. It appears in an
While the chest remains on the Ethereal Plane, you can
use an action and touch the replica to recall the chest. It appears in an
unoccupied space on the ground within 5 feet of you. You can send the chest back
to the Ethereal Plane by using an action and touching both the chest and the
to the Ethereal Plane by using an action and touching both the chest and the
replica.
After 60 days, there is a cumulative 5 percent chance per day that the
spell's effect ends. This effect ends if you cast this spell again, if the
smaller replica chest is destroyed, or if you choose to end the spell as an
action. If the spell ends and the larger chest is on the Ethereal Plane, it is
spell's effect ends. This effect ends if you cast this spell again, if the
smaller replica chest is destroyed, or if you choose to end the spell as an
action. If the spell ends and the larger chest is on the Ethereal Plane, it is
irretrievably lost.
"""
name = "Leomunds Secret Chest"
@@ -61,20 +61,20 @@ class LeomundsSecretChest(Spell):
class LeomundsTinyHut(Spell):
"""A 10-foot-radius immobile dome of force springs into existence around and above
you and remains stationary for the duration. The spell ends if you leave its
"""A 10-foot-radius immobile dome of force springs into existence around and above
you and remains stationary for the duration. The spell ends if you leave its
area.
Nine creatures of Medium size or smaller can fit inside the dome with
you. The spell fails if its area includes a larger creature or more than nine
creatures. Creatures and objects within the dome when you cast this spell can
move through it freely. All other creatures and objects are barred from passing
Nine creatures of Medium size or smaller can fit inside the dome with
you. The spell fails if its area includes a larger creature or more than nine
creatures. Creatures and objects within the dome when you cast this spell can
move through it freely. All other creatures and objects are barred from passing
through it. Spells and other magical effects can't extend through the dome or be
cast through it. The atmosphere inside the space is comfortable and dry,
cast through it. The atmosphere inside the space is comfortable and dry,
regardless of the weather outside.
Until the spell ends, you can command the
interior to become dimly lit or dark. The dome is opaque from the outside, of
Until the spell ends, you can command the
interior to become dimly lit or dark. The dome is opaque from the outside, of
any color you choose, but it is transparent from the inside.
"""
name = "Leomunds Tiny Hut"
@@ -90,7 +90,7 @@ class LeomundsTinyHut(Spell):
class LesserRestoration(Spell):
"""You touch a creature and can end either one disease or one condition afflicting
"""You touch a creature and can end either one disease or one condition afflicting
it. The condition can be blinded, deafened, paralyzed, or poisoned.
"""
name = "Lesser Restoration"
@@ -106,20 +106,20 @@ class LesserRestoration(Spell):
class Levitate(Spell):
"""One creature or object of your choice that you can see within range rises
vertically, up to 20 feet, and remains suspended there for the duration. The
spell can levitate a target that weighs up to 500 pounds. An unwilling creature
"""One creature or object of your choice that you can see within range rises
vertically, up to 20 feet, and remains suspended there for the duration. The
spell can levitate a target that weighs up to 500 pounds. An unwilling creature
that succeeds on a Constitution saving throw is unaffected.
The target can move
only by pushing or pulling against a fixed object or surface within reach (such
as a wall or a ceiling), which allows it to move as if it were climbing. You
can change the target's altitude by up to 20 feet in either direction on your
turn. If you are the target, you can move up or down as part of your move.
Otherwise, you can use your action to move the target, which must remain within
as a wall or a ceiling), which allows it to move as if it were climbing. You
can change the target's altitude by up to 20 feet in either direction on your
turn. If you are the target, you can move up or down as part of your move.
Otherwise, you can use your action to move the target, which must remain within
the spell's range.
When the spell ends, the target floats gently to the ground
When the spell ends, the target floats gently to the ground
if it is still aloft.
"""
name = "Levitate"
@@ -135,12 +135,12 @@ class Levitate(Spell):
class LifeTransference(Spell):
"""You sacrifice some of your health to mend another creature's injuries. You take
4d8 necrotic damage, and one creature of your choice that you can see within
range regains a number of hit points equal to twice the necrotic damage you
"""You sacrifice some of your health to mend another creature's injuries. You take
4d8 necrotic damage, and one creature of your choice that you can see within
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"
@@ -156,14 +156,14 @@ class LifeTransference(Spell):
class Light(Spell):
"""You touch one object that is no larger than 10 feet in any dimension. Until the
spell ends, the object sheds bright light in a 20-foot radius and dim light for
"""You touch one object that is no larger than 10 feet in any dimension. Until the
spell ends, the object sheds bright light in a 20-foot radius and dim light for
an additional 20 feet. The light can be colored as you like. Completely covering
the object with something opaque blocks the light. The spell ends if you cast
the object with something opaque blocks the light. The spell ends if you cast
it again or dismiss it as an action.
If you target an object held or worn by a
hostile creature, that creature must succeed on a Dexterity saving throw to
If you target an object held or worn by a
hostile creature, that creature must succeed on a Dexterity saving throw to
avoid the spell.
"""
name = "Light"
@@ -179,22 +179,22 @@ class Light(Spell):
class LightningArrow(Spell):
"""The next time you make a ranged weapon attack during the spell's duration, the
weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms
into a bolt of lightning. Make the attack roll as normal, The target takes 4d8
lightning damage on a hit, or half as much damage on a miss, instead of the
"""The next time you make a ranged weapon attack during the spell's duration, the
weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms
into a bolt of lightning. Make the attack roll as normal, The target takes 4d8
lightning damage on a hit, or half as much damage on a miss, instead of the
weapon's normal damage.
Whether you hit or miss, each creature within 10 feet
of the target must make a Dexterity saving throw. Each of these creatures takes
2d8 lightning damage on a failed save, or half as much damage on a successful
Whether you hit or miss, each creature within 10 feet
of the target must make a Dexterity saving throw. Each of these creatures takes
2d8 lightning damage on a failed save, or half as much damage on a successful
one.
The piece of ammunition or weapon then returns to its normal form.
At
Higher Levels: When you cast this spell using a spell slot of 4th level or
higher, the damage for both effects of the spell increases by 1d8 for each slot
At
Higher Levels: When you cast this spell using a spell slot of 4th level or
higher, the damage for both effects of the spell increases by 1d8 for each slot
level above 3rd.
"""
name = "Lightning Arrow"
@@ -211,15 +211,15 @@ class LightningArrow(Spell):
class LightningBolt(Spell):
"""A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out
from you in a direction you choose. Each creature in the line must make a
Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save,
from you in a direction you choose. Each creature in the line must make a
Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save,
or half as much damage on a successful one.
The lightning ignites flammable
The lightning 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
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 = "Lightning Bolt"
@@ -235,14 +235,14 @@ class LightningBolt(Spell):
class LightningLure(Spell):
"""You create a lash of lightning energy that strikes at one creature of your
"""You create a lash of lightning energy that strikes at one creature of your
choice that you can see within range.
The target must succeed on a Strength
saving throw or be pulled up to 10 feet in a straight line toward you and then
The target must succeed on a Strength
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
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
"""
name = "Lightning Lure"
@@ -258,8 +258,8 @@ class LightningLure(Spell):
class LocateAnimalsOrPlants(Spell):
"""Describe or name a specific kind of beast or plant. Concentrating on the voice
of nature in your surroundings, you learn the direction and distance to the
"""Describe or name a specific kind of beast or plant. Concentrating on the voice
of nature in your surroundings, you learn the direction and distance to the
closest creature or plant of that kind within 5 miles, if any are present.
"""
name = "Locate Animals Or Plants"
@@ -275,19 +275,19 @@ class LocateAnimalsOrPlants(Spell):
class LocateCreature(Spell):
"""Describe or name a creature that is familiar to you. You sense the direction to
the creature's location, as long as that creature is within 1,000 feet of you.
"""Describe or name a creature that is familiar to you. You sense the direction to
the creature's location, as long as that creature is within 1,000 feet of you.
If the creature is moving, you know the direction of its movement.
The spell
can locate a specific creature known to you, or the nearest creature of a
specific kind (such as a human or a unicorn), so long as you have seen such a
creature up close within 30 feet at least once. If the creature you
described or named is in a different form, such as being under the effects of a
The spell
can locate a specific creature known to you, or the nearest creature of a
specific kind (such as a human or a unicorn), so long as you have seen such a
creature up close within 30 feet at least once. If the creature you
described or named is in a different form, such as being under the effects of a
polymorph spell, this spell doesn't locate the creature.
This spell can't
locate a creature if running water at least 10 feet wide blocks a direct path
This spell can't
locate a creature if running water at least 10 feet wide blocks a direct path
between you and the creature.
"""
name = "Locate Creature"
@@ -303,17 +303,17 @@ class LocateCreature(Spell):
class LocateObject(Spell):
"""Describe or name an object that is familiar to you. You sense the direction to
the object's location, as long as that object is within 1,000 feet of you. If
"""Describe or name an object that is familiar to you. You sense the direction to
the object's location, as long as that object is within 1,000 feet of you. If
the object is in motion, you know the direction of its movement.
The spell can
locate a specific object known to you, as long as you have seen it up close
within 30 feet at least once. Alternatively, the spell can locate the nearest
object of a particular kind, such as a certain kind of apparel, jewelry,
The spell can
locate a specific object known to you, as long as you have seen it up close
within 30 feet at least once. Alternatively, the spell can locate the nearest
object of a particular kind, such as a certain kind of apparel, jewelry,
furniture, tool, or weapon.
This spell can't locate an object if any thickness
This spell can't locate an object if any thickness
of lead, even a thin sheet, blocks a direct path between you and the object.
"""
name = "Locate Object"
@@ -329,11 +329,11 @@ class LocateObject(Spell):
class Longstrider(Spell):
"""You touch a creature. The target's speed increases by 10 feet until the spell
"""You touch a creature. The target's speed increases by 10 feet until the spell
ends.
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
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 = "Longstrider"
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+27 -27
View File
@@ -1,14 +1,14 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class NegativeEnergyFlood(Spell):
"""You send ribbons of negative energy at one creature you can see within range.
Unless the target is undead, it must make a Constitution saving throw, taking
5d12 necrotic damage on a failed save, or half as much damage on a successful
one. A target killed by this damage rises up as a zombie at the start of your
next turn. The zombie pursues whatever creature it can see that is closest to
"""You send ribbons of negative energy at one creature you can see within range.
Unless the target is undead, it must make a Constitution saving throw, taking
5d12 necrotic damage on a failed save, or half as much damage on a successful
one. A target killed by this damage rises up as a zombie at the start of your
next turn. The zombie pursues whatever creature it can see that is closest to
it. Statistics for the zombie are in the Monster Manual. If you target an undead
with this spell, the target doesn't make a saving throw. Instead, roll 5d12.
with this spell, the target doesn't make a saving throw. Instead, roll 5d12.
The target gains half the total as temporary hit points.
"""
name = "Negative Energy Flood"
@@ -25,9 +25,9 @@ class NegativeEnergyFlood(Spell):
class Nondetection(Spell):
"""For the duration, you hide a target that you touch from divination magic.
The
target can be a willing creature or a place or an object no larger than 10 feet
in any dimension. The target can't be targeted by any divination magic or
The
target can be a willing creature or a place or an object no larger than 10 feet
in any dimension. The target can't be targeted by any divination magic or
perceived through magical scrying sensors.
"""
name = "Nondetection"
@@ -43,30 +43,30 @@ class Nondetection(Spell):
class NystulsMagicAura(Spell):
"""You place an illusion on a creature or an object you touch so that divination
"""You place an illusion on a creature or an object you touch so that divination
spells reveal false information about it.
The target can be a willing creature
The target can be a willing creature
or an object that isn't being carried or worn by another creature.
When you
cast the spell, choose one or both of the following effects. The effect lasts
for the duration. If you cast this spell on the same creature or object every
day for 30 days, placing the same effect on it each time, the illusion lasts
until it is dispelled.
When you
cast the spell, choose one or both of the following effects. The effect lasts
for the duration. If you cast this spell on the same creature or object every
day for 30 days, placing the same effect on it each time, the illusion lasts
until it is dispelled.
False Aura
You change the way the target appears to
You change the way the target appears to
spells and magical effects, such as detect magic, that detect magical auras. You
can make a nonmagical object appear magical, a magical object appear
nonmagical, or change the object's magical aura so that it appears to belong to
a specific school of magic that you choose. When you use this effect on an
object, you can make the false magic apparent to any creature that handles the
can make a nonmagical object appear magical, a magical object appear
nonmagical, or change the object's magical aura so that it appears to belong to
a specific school of magic that you choose. When you use this effect on an
object, you can make the false magic apparent to any creature that handles the
item.
Mask
You change the way the target appears to spells and magical effects
You change the way the target appears to spells and magical effects
that detect creature types, such as a paladin's Divine Sense or the trigger of a
sym bol spell. You choose a creature type and other spells and magical effects
sym bol spell. You choose a creature type and other spells and magical effects
treat the target as if it were a creature of that type or of that alignment.
"""
name = "Nystuls Magic Aura"
+40 -40
View File
@@ -1,31 +1,31 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class OtilukesFreezingSphere(Spell):
"""A frigid globe of cold energy streaks from your fingertips to a point of your
"""A frigid globe of cold energy streaks from your fingertips to a point of your
choice within range, where it explodes in a 60-foot-radius sphere.
Each creature
within the area must make a Constitution saving throw. On a failed save, a
creature takes 10d6 cold damage. On a successful save, it takes half as much
within the area must make a Constitution saving throw. On a failed save, a
creature takes 10d6 cold damage. On a successful save, it takes half as much
damage.
If the globe strikes a body of water or a liquid that is principally
If the globe strikes a body of water or a liquid that is principally
water (not including water-based creatures), it freezes the liquid to a depth of
6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures
that were swimming on the surface of frozen water are trapped in the ice. A
trapped creature can use an action to make a Strength check against your spell
6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures
that were swimming on the surface of frozen water are trapped in the ice. A
trapped creature can use an action to make a Strength check against your spell
save DC to break free.
You can refrain from firing the globe after completing
the spell, if you wish. A small globe about the size of a sling stone, cool to
the touch, appears in your hand. At any time, you or a creature you give the
You can refrain from firing the globe after completing
the spell, if you wish. A small globe about the size of a sling stone, cool to
the touch, appears in your hand. At any time, you or a creature you give the
globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to
the sling's normal range). It shatters on impact, with the same effect as the
normal casting of the spell. You can also set the globe down without shattering
the sling's normal range). It shatters on impact, with the same effect as the
normal casting of the spell. You can also set the globe down without shattering
it. After 1 minute, if the globe hasn't already shattered, it explodes.
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, the damage increases by 1d6 for each slot level above 6th
"""
name = "Otilukes Freezing Sphere"
@@ -41,24 +41,24 @@ class OtilukesFreezingSphere(Spell):
class OtilukesResilientSphere(Spell):
"""A sphere of shimmering force encloses a creature or object of Large size or
smaller within range. An unwilling creature must make a Dexterity saving throw.
"""A sphere of shimmering force encloses a creature or object of Large size or
smaller within range. An unwilling creature must make a Dexterity saving throw.
On a failed save, the creature is enclosed for the duration.
Nothing---not
Nothing---not
physical objects, energy, or other spell effects---can pass through the barrier,
in or out, though a creature in the sphere can breathe there. The sphere is
immune to all damage, and a creature or object inside can't be damaged by
attacks or effects originating from outside, nor can a creature inside the
in or out, though a creature in the sphere can breathe there. The sphere is
immune to all damage, and a creature or object inside can't be damaged by
attacks or effects originating from outside, nor can a creature inside the
sphere damage anything outside it.
The sphere is weightless and just large
enough to contain the creature or object inside. An enclosed creature can use
its action to push against the sphere's walls and thus roll the sphere at up to
half the creature's speed. Similarly, the globe can be picked up and moved by
The sphere is weightless and just large
enough to contain the creature or object inside. An enclosed creature can use
its action to push against the sphere's walls and thus roll the sphere at up to
half the creature's speed. Similarly, the globe can be picked up and moved by
other creatures.
A disintegrate spell targeting the globe destroys it without
A disintegrate spell targeting the globe destroys it without
harming anything inside it.
"""
name = "Otilukes Resilient Sphere"
@@ -74,15 +74,15 @@ class OtilukesResilientSphere(Spell):
class OttosIrresistibleDance(Spell):
"""Choose one creature that you can see within range. The target begins a comic
dance in place: shuffling, tapping its feet, and capering for the duration.
"""Choose one creature that you can see within range. The target begins a comic
dance in place: shuffling, tapping its feet, and capering for the duration.
Creatures that can't be charmed are immune to this spell.
A dancing creature
must use all its movement to dance without leaving its space and has
disadvantage on Dexterity saving throws and attack rolls. While the target is
affected by this spell, other creatures have advantage on attack rolls against
it. As an action, a dancing creature makes a Wisdom saving throw to regain
A dancing creature
must use all its movement to dance without leaving its space and has
disadvantage on Dexterity saving throws and attack rolls. While the target is
affected by this spell, other creatures have advantage on attack rolls against
it. As an action, a dancing creature makes a Wisdom saving throw to regain
control of itself. On a successful save, the spell ends.
"""
name = "Ottos Irresistible Dance"
+330 -330
View File
@@ -1,12 +1,12 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class PassWithoutTrace(Spell):
"""A veil of shadows and silence radiates from you, masking you and your companions
from detection.
For the duration, each creature you choose within 30 feet of
you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be
tracked except by magical means. A creature that receives this bonus leaves
For the duration, each creature you choose within 30 feet of
you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be
tracked except by magical means. A creature that receives this bonus leaves
behind no tracks or other traces of its passage.
"""
name = "Pass Without Trace"
@@ -22,14 +22,14 @@ class PassWithoutTrace(Spell):
class Passwall(Spell):
"""A passage appears at a point of your choice that you can see on a wooden,
plaster, or stone surface (such as a wall, a ceiling, or a floor) within range,
and lasts for the duration. You choose the opening's dimensions: up to 5 feet
wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a
"""A passage appears at a point of your choice that you can see on a wooden,
plaster, or stone surface (such as a wall, a ceiling, or a floor) within range,
and lasts for the duration. You choose the opening's dimensions: up to 5 feet
wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a
structure surrounding it.
When the opening disappears, any creatures or objects
still in the passage created by the spell are safely ejected to an unoccupied
still in the passage created by the spell are safely ejected to an unoccupied
space nearest to the surface on which you cast the spell.
"""
name = "Passwall"
@@ -47,36 +47,36 @@ class Passwall(Spell):
class PhantasmalForce(Spell):
"""You craft an illusion that takes root in the mind of a creature that you can see
within range.
The target must make an Intelligence saving throw. On a failed
save, you create a phantasmal object, creature, or other visible phenomenon of
your choice that is no larger than a 10-foot cube and that is perceivable only
to the target for the duration. This spell has no effect on undead or
The target must make an Intelligence saving throw. On a failed
save, you create a phantasmal object, creature, or other visible phenomenon of
your choice that is no larger than a 10-foot cube and that is perceivable only
to the target for the duration. This spell has no effect on undead or
constructs.
The phantasm includes sound, temperature, and other stimuli, also
The phantasm includes sound, temperature, and other stimuli, also
evident only to the creature.
The target can use its action to examine the
phantasm with an Intelligence (Investigation) check against your spell save DC.
The target can use its action to examine the
phantasm with an Intelligence (Investigation) check against your spell save DC.
If the check succeeds, the target realizes that the phantasm is an illusion, and
the spell ends.
While a target is affected by the spell, the target treats the
phantasm as if it were real. The target rationalizes any illogical outcomes
from interacting with the phantasm. For example, a target attempting to walk
across a phantasmal bridge that spans a chasm falls once it steps onto the
bridge. If the target survives the fall, it still believes that the bridge
exists and comes up with some other explanation for its fall—it was pushed, it
phantasm as if it were real. The target rationalizes any illogical outcomes
from interacting with the phantasm. For example, a target attempting to walk
across a phantasmal bridge that spans a chasm falls once it steps onto the
bridge. If the target survives the fall, it still believes that the bridge
exists and comes up with some other explanation for its fall—it was pushed, it
slipped, or a strong wind might have knocked it off.
An affected target is so
convinced of the phantasm's reality that it can even take damage from the
illusion. A phantasm created to appear as a creature can attack the target.
Similarly, a phantasm created to appear as fire, a pool of acid, or lava can
burn the target. Each round on your turn, the phantasm can deal 1d6 psychic
damage to the target if it is in the phantasm's area or within 5 feet of the
phantasm, provided that the illusion is of a creature or hazard that could
logically deal damage, such as by attacking. The target perceives the damage as
An affected target is so
convinced of the phantasm's reality that it can even take damage from the
illusion. A phantasm created to appear as a creature can attack the target.
Similarly, a phantasm created to appear as fire, a pool of acid, or lava can
burn the target. Each round on your turn, the phantasm can deal 1d6 psychic
damage to the target if it is in the phantasm's area or within 5 feet of the
phantasm, provided that the illusion is of a creature or hazard that could
logically deal damage, such as by attacking. The target perceives the damage as
a type appropriate to the illusion.
"""
name = "Phantasmal Force"
@@ -95,13 +95,13 @@ class PhantasmalKiller(Spell):
"""You tap into the nightmares of a creature you can see within range and create an
illusory manifestation of its deepest fears, visible only to that creature.
The
target must make a Wisdom saving throw. On a failed save, the target becomes
target must make a Wisdom saving throw. On a failed save, the target becomes
frightened for the duration. At the end of each of the target's turns before the
spell ends, the target must succeed on a Wisdom saving throw or take 4d10
spell ends, the target must succeed on a Wisdom saving throw or take 4d10
psychic damage. On a successful save, the spell ends.
At Higher Levels: When
you cast this spell using a spell slot of 5th level or higher, the damage
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.
"""
name = "Phantasmal Killer"
@@ -117,17 +117,17 @@ class PhantasmalKiller(Spell):
class PhantomSteed(Spell):
"""A Large quasi-real, horselike creature appears on the ground in an unoccupied
space of your choice within range. You decide the creature's appearance, but it
is equipped with a saddle, bit, and bridle. Any of the equipment created by the
spell vanishes in a puff of smoke if it is carried more than 10 feet away from
"""A Large quasi-real, horselike creature appears on the ground in an unoccupied
space of your choice within range. You decide the creature's appearance, but it
is equipped with a saddle, bit, and bridle. Any of the equipment created by the
spell vanishes in a puff of smoke if it is carried more than 10 feet away from
the steed.
For the duration, you or a creature you choose can ride the steed.
The creature uses the statistics for a riding horse, except it has a speed of
100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When
the spell ends, the steed gradually fades, giving the rider 1 minute to
dismount. The spell ends if you use an action to dismiss it or if the steed
For the duration, you or a creature you choose can ride the steed.
The creature uses the statistics for a riding horse, except it has a speed of
100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When
the spell ends, the steed gradually fades, giving the rider 1 minute to
dismount. The spell ends if you use an action to dismiss it or if the steed
takes any damage.
"""
name = "Phantom Steed"
@@ -144,44 +144,44 @@ class PhantomSteed(Spell):
class PlanarAlly(Spell):
"""You beseech an otherworldly entity for aid.
The being must be known to you: a
god, a primordial, a demon prince, or some other being of cosmic power. That
entity sends a celestial, an elemental, or a fiend loyal to it to aid you,
making the creature appear in an unoccupied space within range. If you know a
specific creature's name, you can speak that name when you cast this spell to
request that creature, though you might get a different creature anyway (DM's
The being must be known to you: a
god, a primordial, a demon prince, or some other being of cosmic power. That
entity sends a celestial, an elemental, or a fiend loyal to it to aid you,
making the creature appear in an unoccupied space within range. If you know a
specific creature's name, you can speak that name when you cast this spell to
request that creature, though you might get a different creature anyway (DM's
choice).
When the creature appears, it is under no compulsion to behave in any
particular way. You can ask the creature to perform a service in exchange for
payment, but it isn't obliged to do so. The requested task could range from
simple (fly us across the chasm, or help us fight a battle) to complex (spy on
our enemies, or protect us during our foray into the dungeon). You must be able
When the creature appears, it is under no compulsion to behave in any
particular way. You can ask the creature to perform a service in exchange for
payment, but it isn't obliged to do so. The requested task could range from
simple (fly us across the chasm, or help us fight a battle) to complex (spy on
our enemies, or protect us during our foray into the dungeon). You must be able
to communicate with the creature to bargain for its services.
Payment can take
a variety of forms. A celestial might require a sizable donation of gold or
magic items to an allied temple, while a fiend might demand a living sacrifice
or a gift of treasure. Some creatures might exchange their service for a quest
Payment can take
a variety of forms. A celestial might require a sizable donation of gold or
magic items to an allied temple, while a fiend might demand a living sacrifice
or a gift of treasure. Some creatures might exchange their service for a quest
undertaken by you.
As a rule of thumb, a task that can be measured in minutes
requires a payment worth 100 gp per minute. A task measured in hours requires
1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000
gp per day. The DM can adjust these payments based on the circumstances under
which you cast the spell. If the task is aligned with the creature's ethos, the
payment might be halved or even waived. Nonhazardous tasks typically require
only half the suggested payment, while especially dangerous tasks might require
As a rule of thumb, a task that can be measured in minutes
requires a payment worth 100 gp per minute. A task measured in hours requires
1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000
gp per day. The DM can adjust these payments based on the circumstances under
which you cast the spell. If the task is aligned with the creature's ethos, the
payment might be halved or even waived. Nonhazardous tasks typically require
only half the suggested payment, while especially dangerous tasks might require
a greater gift. Creatures rarely accept tasks that seem suicidal.
After the
creature completes the task, or when the agreed-upon duration of service
expires, the creature returns to its home plane after reporting back to you, if
appropriate to the task and if possible. If you are unable to agree on a price
After the
creature completes the task, or when the agreed-upon duration of service
expires, the creature returns to its home plane after reporting back to you, if
appropriate to the task and if possible. If you are unable to agree on a price
for the creature's service, the creature immediately returns to its home plane.
A creature enlisted to join your group counts as a member of it, receiving a
A creature enlisted to join your group counts as a member of it, receiving a
full share of experience points awarded.
"""
name = "Planar Ally"
@@ -197,32 +197,32 @@ class PlanarAlly(Spell):
class PlanarBinding(Spell):
"""With this spell, you attempt to bind a celestial, an elemental, a fey, or a
"""With this spell, you attempt to bind a celestial, an elemental, a fey, or a
fiend to your service.
The creature must be within range for the entire casting
of the spell. (Typically, the creature is first summoned into the center of an
inverted magic circle in order to keep it trapped while this spell is cast.) At
the completion of the casting, the target must make a Charisma saving throw. On
a failed save, it is bound to serve you for the duration. If the creature w as
The creature must be within range for the entire casting
of the spell. (Typically, the creature is first summoned into the center of an
inverted magic circle in order to keep it trapped while this spell is cast.) At
the completion of the casting, the target must make a Charisma saving throw. On
a failed save, it is bound to serve you for the duration. If the creature w as
summoned or created by another spell, that spell's duration is extended to match
the duration of this spell.
A bound creature must follow your instructions to
the best of its ability. You might command the creature to accompany you on an
adventure, to guard a location, or to deliver a message. The creature obeys the
letter of your instructions, but if the creature is hostile to you, it strives
to twist your words to achieve its own objectives. If the creature carries out
your instructions completely before the spell ends, it travels to you to report
this fact if you are on the same plane of existence. If you are on a different
A bound creature must follow your instructions to
the best of its ability. You might command the creature to accompany you on an
adventure, to guard a location, or to deliver a message. The creature obeys the
letter of your instructions, but if the creature is hostile to you, it strives
to twist your words to achieve its own objectives. If the creature carries out
your instructions completely before the spell ends, it travels to you to report
this fact if you are on the same plane of existence. If you are on a different
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
slot of a higher level, the duration increases to:
10 days with a 6th-level
10 days with a 6th-level
slot,
30 days with a 7th-level slot,
180 days with an 8th-level slot,
180 days with an 8th-level slot,
1 year
and 1 day with a 9th-level spell slot.
"""
@@ -240,23 +240,23 @@ class PlanarBinding(Spell):
class PlaneShift(Spell):
"""You and up to eight willing creatures who link hands in a circle are transported
to a different plane of existence. You can specify a target destination in
general terms, such as the City of Brass on the Elemental Plane of Fire or the
palace of Dispater on the second level of the Nine Hells, and you appear in or
to a different plane of existence. You can specify a target destination in
general terms, such as the City of Brass on the Elemental Plane of Fire or the
palace of Dispater on the second level of the Nine Hells, and you appear in or
near that destination. If you are trying to reac the City of Brass, for example,
you might arrive in its Street of Steel, before its Gate of Ashes, or looking
you might arrive in its Street of Steel, before its Gate of Ashes, or looking
at the city from across the Sea of Fire, at the DM's discretion.
Alternatively,
if you know the sigil sequence of a teleportation circle on another plane of
existence, this spell can take you to that circle. If the teleportation circle
is too small to hold all the creatures you transported, they appear in the
if you know the sigil sequence of a teleportation circle on another plane of
existence, this spell can take you to that circle. If the teleportation circle
is too small to hold all the creatures you transported, they appear in the
closest unoccupied spaces next to the circle.
You can use this spell to banish
an unwilling creature to another plane. Choose a creature within your reach and
make a melee spell attack against it. On a hit, the creature must make a
Charisma saving throw. If the creature fails the save, it is transported to a
You can use this spell to banish
an unwilling creature to another plane. Choose a creature within your reach and
make a melee spell attack against it. On a hit, the creature must make a
Charisma saving throw. If the creature fails the save, it is transported to a
random location on the plane of existence you specify. A creature so transported
must find its own way back to your current plane of existence.
"""
@@ -273,21 +273,21 @@ class PlaneShift(Spell):
class PlantGrowth(Spell):
"""This spell channels vitality into plants within a specific area. There are two
"""This spell channels vitality into plants within a specific area. There are two
possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal
If you cast this spell using 1 action, choose a point within range. All normal
plants in a 100-foot radius centered on that point become thick and overgrown. A
creature moving through the area must spend 4 feet of movement for every 1 foot
it moves.
You can exclude one or more areas of any size within the spell's
You can exclude one or more areas of any size within the spell's
area from being affected.
If you cast this spell over 8 hours, you enrich the
land. All plants in a half-mile radius centered on a point within range become
enriched for 1 year. The plants yield twice the normal amount of food when
If you cast this spell over 8 hours, you enrich the
land. All plants in a half-mile radius centered on a point within range become
enriched for 1 year. The plants yield twice the normal amount of food when
harvested.
"""
name = "Plant Growth"
@@ -303,11 +303,11 @@ class PlantGrowth(Spell):
class PoisonSpray(Spell):
"""You extend your hand toward a creature you can see within range and project a
puff of noxious gas from your palm. The creature must succeed on a Constitution
"""You extend your hand toward a creature you can see within range and project a
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).
"""
@@ -324,30 +324,30 @@ class PoisonSpray(Spell):
class Polymorph(Spell):
"""This spell transforms a creature that you can see within range into a new form.
An unwilling creature must make a Wisdom saving throw to avoid the effect. A
"""This spell transforms a creature that you can see within range into a new form.
An unwilling creature must make a Wisdom saving throw to avoid the effect. A
shapechanger automatically succeeds on this saving throw.
The transformation
lasts for the duration, or until the target drops to 0 hit points or dies. The
new form can be any beast whose challenge rating is equal to or less than the
target's (or the target's level, if it doesn't have a challenge rating). The
target's game statistics, including mental ability scores, are replaced by the
The transformation
lasts for the duration, or until the target drops to 0 hit points or dies. The
new form can be any beast whose challenge rating is equal to or less than the
target's (or the target's level, if it doesn't have a challenge rating). The
target's game statistics, including mental ability scores, are replaced by the
statistics of the chosen beast. It retains its alignment and personality.
The
target assumes the hit points of its new form. When it reverts to its normal
form, the creature returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0 hit points, any excess
damage carries over to its normal form. As long as the excess damage doesn't
The
target assumes the hit points of its new form. When it reverts to its normal
form, the creature returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0 hit points, any excess
damage carries over to its normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new
form, and it can't speak, cast spells, or take any other action that requires
form, and it can't speak, cast spells, or take any other action that requires
hands or speech.
The target's gear melds into the new form. The creature can't
The target's gear melds into the new form. The creature can't
activate, use, wield, or otherwise benefit from any of its equipment. This spell
can't affect a target that has 0 hit points.
"""
@@ -364,9 +364,9 @@ class Polymorph(Spell):
class PowerWordHeal(Spell):
"""A wave of healing energy washes over the creature you touch. The target regains
all its hit points. If the creature is charmed, frightened, paralyzed, or
stunned, the condition ends. If the creature is prone, it can use its reaction
"""A wave of healing energy washes over the creature you touch. The target regains
all its hit points. If the creature is charmed, frightened, paralyzed, or
stunned, the condition ends. If the creature is prone, it can use its reaction
to stand up. This spell has no effect on undead or constructs.
"""
name = "Power Word Heal"
@@ -382,8 +382,8 @@ class PowerWordHeal(Spell):
class PowerWordKill(Spell):
"""You utter a word of power that can compel one creature you can see within range
to die instantly. If the creature you chose has 100 hit points or fewer, it
"""You utter a word of power that can compel one creature you can see within range
to die instantly. If the creature you chose has 100 hit points or fewer, it
dies. Otherwise, the spell has no effect.
"""
name = "Power Word Kill"
@@ -399,17 +399,17 @@ class PowerWordKill(Spell):
class PowerWordPain(Spell):
"""You speak a word of power that causes waves of intense pain to assail one
"""You speak a word of power that causes waves of intense pain to assail one
creature you can see within range. If the target has 100 hit points or fewer, it
is subject to crippling pain. Otherwise, the spell has no effect on it. A
is subject to crippling pain. Otherwise, the spell has no effect on it. A
target is also unaffected if it is immune to being charmed.
While the target is
affected by crippling pain, any speed it has can be no higher than 10 feet. The
While the target is
affected by crippling pain, any speed it has can be no higher than 10 feet. The
target also has disadvantage on attack rolls, ability checks, and saving throws,
other than Constitution saving throws. Finally, if the target tries to cast a
spell, it must first succeed on a Constitution saving throw, or the casting
other than Constitution saving throws. Finally, if the target tries to cast a
spell, it must first succeed on a Constitution saving throw, or the casting
fails and the spell is wasted.
A target suffering this pain can make a
A target suffering this pain can make a
Constitution saving throw at the end of each of its turns. On a successful save,
the pain ends.
"""
@@ -426,10 +426,10 @@ class PowerWordPain(Spell):
class PowerWordStun(Spell):
"""You speak a word of power that can overwhelm the mind of one creature you can
see within range, leaving it dumbfounded. If the target has 150 hit points or
fewer, it is stunned. Otherwise, the spell has no effect. The stunned target
must make a Constitution saving throw at the end of each of its turns. On a
"""You speak a word of power that can overwhelm the mind of one creature you can
see within range, leaving it dumbfounded. If the target has 150 hit points or
fewer, it is stunned. Otherwise, the spell has no effect. The stunned target
must make a Constitution saving throw at the end of each of its turns. On a
successful save, this stunning effect ends.
"""
name = "Power Word Stun"
@@ -446,10 +446,10 @@ class PowerWordStun(Spell):
class PrayerOfHealing(Spell):
"""Up to six creatures of your choice that you can see within range each regain hit
points equal to 2d8 + your spellcasting ability modifier. This spell has no
points equal to 2d8 + your spellcasting ability modifier. This spell has no
effect on undead or constructs.
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.
"""
@@ -466,24 +466,24 @@ class PrayerOfHealing(Spell):
class Prestidigitation(Spell):
"""This spell is a minor magical trick that novice spellcasters use for practice.
"""This spell is a minor magical trick that novice spellcasters use for practice.
You create one of the following magical effects within range:
 -You create an
instantaneous, harmless sensory effect, such as a shower of sparks, a puff of
wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff
out a candle, a torch, or a small campfire.
-You instantaneously clean or soil
an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1
cubic foot of nonliving material for 1 hour.
-You make a color, a small mark,
or a symbol appear on an object or a surface for 1 hour.
-You create a
 -You create an
instantaneous, harmless sensory effect, such as a shower of sparks, a puff of
wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff
out a candle, a torch, or a small campfire.
-You instantaneously clean or soil
an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1
cubic foot of nonliving material for 1 hour.
-You make a color, a small mark,
or a symbol appear on an object or a surface for 1 hour.
-You create a
nonmagical trinket or an illusory image that can fit in your hand and that lasts
until the end of your next turn.
If you cast this spell multiple times, you
can have up to three of its non-instantaneous effects active at a time, and you
until the end of your next turn.
If you cast this spell multiple times, you
can have up to three of its non-instantaneous effects active at a time, and you
can dismiss such an effect as an action.
"""
name = "Prestidigitation"
@@ -500,10 +500,10 @@ class Prestidigitation(Spell):
class PrimalSavagery(Spell):
"""You channel primal magic to cause your teeth or fingernails to sharpen, ready to
deliver a corrosive attack. Make a melee spell attack against one creature
within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you
make the attack, your teeth or fingernails return to normal. The spell's damage
increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
deliver a corrosive attack. Make a melee spell attack against one creature
within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you
make the attack, your teeth or fingernails return to normal. The spell's damage
increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10).
"""
name = "Primal Savagery"
@@ -519,12 +519,12 @@ class PrimalSavagery(Spell):
class PrimordialWard(Spell):
"""You have resistance to acid, cold, fire, lightning, and thunder damage for the
"""You have resistance to acid, cold, fire, lightning, and thunder damage for the
spell's duration.
When you take damage of one of those types, you can use your
When you take damage of one of those types, you can use your
reaction to gain immunity to that type
of damage, including against the
triggering damage. If you do so, the resistances end, and you have the immunity
of damage, including against the
triggering damage. If you do so, the resistances end, and you have the immunity
until the end of your next turn, at which time the spell ends.
"""
name = "Primordial Ward"
@@ -540,44 +540,44 @@ class PrimordialWard(Spell):
class PrismaticSpray(Spell):
"""Eight multicolored rays of light flash from your hand. Each ray is a different
color and has a different power and purpose. Each creature in a 60-foot cone
must make a Dexterity saving throw. For each target, roll a d8 to determine
"""Eight multicolored rays of light flash from your hand. Each ray is a different
color and has a different power and purpose. Each creature in a 60-foot cone
must make a Dexterity saving throw. For each target, roll a d8 to determine
which color ray affects it.
1. Red. The target takes 10d6 fire damage on a
1. Red. The target takes 10d6 fire damage on a
failed save, or half as much damage on a successful one.
2. Orange. The target
takes 10d6 acid damage on a failed save, or half as much damage on a successful
2. Orange. The target
takes 10d6 acid damage on a failed save, or half as much damage on a successful
one.
3. Yellow. The target takes 10d6 lightning damage on a failed save, or
3. Yellow. The target takes 10d6 lightning damage on a failed save, or
half as much damage on a successful one.
4. Green. The target takes 10d6 poison
damage on a failed save, or half as much damage on a successful one.
5. Blue.
The target takes 10d6 cold damage on a failed save, or half as much damage on a
5. Blue.
The target takes 10d6 cold damage on a failed save, or half as much damage on a
successful one.
6. Indigo. On a failed save, the target is restrained. It must
then make a Constitution saving throw at the end of each of its turns. If it
successfully saves three times, the spell ends. If it fails its save three
times, it permanently turns to stone and is subjected to the petrified
condition. The successes and failures don't need to be consecutive; keep track
6. Indigo. On a failed save, the target is restrained. It must
then make a Constitution saving throw at the end of each of its turns. If it
successfully saves three times, the spell ends. If it fails its save three
times, it permanently turns to stone and is subjected to the petrified
condition. The successes and failures don't need to be consecutive; keep track
of both until the target collects three of a kind.
7. Violet. On a failed save,
the target is blinded. It must then make a Wisdom saving throw at the start of
the target is blinded. It must then make a Wisdom saving throw at the start of
your next turn. A successful save ends the blindness. If it fails that save, the
creature is transported to another plane of existence of the DM's choosing and
is no longer blinded. (Typically, a creature that is on a plane that isn't its
home plane is banished home, while other creatures are usually cast into the
creature is transported to another plane of existence of the DM's choosing and
is no longer blinded. (Typically, a creature that is on a plane that isn't its
home plane is banished home, while other creatures are usually cast into the
Astral or Ethereal planes.)
8. Special. The target is struck by two rays. Roll
8. Special. The target is struck by two rays. Roll
twice more, rerolling any 8.
"""
name = "Prismatic Spray"
@@ -593,73 +593,73 @@ class PrismaticSpray(Spell):
class PrismaticWall(Spell):
"""A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90
feet long, 30 feet high, and 1 inch thick—centered on a point you can seewithin
range. Alternatively, you can shape the wall into a sphere up to 30 feet in
diameter centered on a point you choose within range. The wall remains in place
for the duration. If you position the wall so that it passes through a space
occupied by a creature, the spell fails, and your action and the spell slot are
"""A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90
feet long, 30 feet high, and 1 inch thick—centered on a point you can seewithin
range. Alternatively, you can shape the wall into a sphere up to 30 feet in
diameter centered on a point you choose within range. The wall remains in place
for the duration. If you position the wall so that it passes through a space
occupied by a creature, the spell fails, and your action and the spell slot are
wasted.
The wall sheds bright light out to a range of 100 feet and dim light
The wall sheds bright light out to a range of 100 feet and dim light
for an additional 100 feet. You and creatures you designate at the time you cast
the spell can pass through and remain near the wall without harm. If another
creature that can see the wall moves to within 20 feet of it or starts its turn
there, the creature must succeed on a Constitution saving throw or become
the spell can pass through and remain near the wall without harm. If another
creature that can see the wall moves to within 20 feet of it or starts its turn
there, the creature must succeed on a Constitution saving throw or become
blinded for 1 minute.
The wall consists of seven layers, each with a different
color. When a creature attempts to reach into or pass through the wall, it does
so one layer at a time through all the wall's layers. As it passes or reaches
through each layer, the creature must make a Dexterity saving throw or be
The wall consists of seven layers, each with a different
color. When a creature attempts to reach into or pass through the wall, it does
so one layer at a time through all the wall's layers. As it passes or reaches
through each layer, the creature must make a Dexterity saving throw or be
affected by that layer's properties as described below.
The wall can be
destroyed, also one layer at a time, in order from red to violet, by means
specific to each layer. Once a layer is destroyed, it remains so for the
duration of the spell. A rod of cancellation destroys a prismatic wall, but an
The wall can be
destroyed, also one layer at a time, in order from red to violet, by means
specific to each layer. Once a layer is destroyed, it remains so for the
duration of the spell. A rod of cancellation destroys a prismatic wall, but an
antimagic field has no effect on it.
1. Red. The creature takes 10d6 fire
damage on a failed save, or half as much damage on a successful one. While this
layer is in place, nonmagical ranged attacks can't pass through the wall. The
1. Red. The creature takes 10d6 fire
damage on a failed save, or half as much damage on a successful one. While this
layer is in place, nonmagical ranged attacks can't pass through the wall. The
layer can be destroyed by dealing at least 25 cold damage to it.
2. Orange. The
creature takes 10d6 acid damage on a failed save, or half as much damage on a
successful one. While this layer is in place, magical ranged attacks can't pass
creature takes 10d6 acid damage on a failed save, or half as much damage on a
successful one. While this layer is in place, magical ranged attacks can't pass
through the wall. The layer is destroyed by a strong wind.
3. Yellow. The
3. Yellow. The
creature takes 10d6 lightning damage on a failed save, or half as much damage on
a successful one. This layer can be destroyed by dealing at least 60 force
a successful one. This layer can be destroyed by dealing at least 60 force
damage to it.
4. Green. The creature takes 10d6 poison damage on a failed save,
or half as much damage on a successful one. A passwall spell, or another spell
of equal or greater level that can open a portal on a solid surface, destroys
or half as much damage on a successful one. A passwall spell, or another spell
of equal or greater level that can open a portal on a solid surface, destroys
this layer.
5. Blue. The creature takes 10d6 cold damage on a failed save, or
half as much damage on a successful one. This layer can be destroyed by dealing
5. Blue. The creature takes 10d6 cold damage on a failed save, or
half as much damage on a successful one. This layer can be destroyed by dealing
at least 25 fire damage to it.
6. Indigo. On a failed save, the creature is
restrained. It must then make a Constitution saving throw at the end of each of
6. Indigo. On a failed save, the creature is
restrained. It must then make a Constitution saving throw at the end of each of
its turns. If it successfully saves three times, the spell ends. If it fails its
save three times, it permanently turns to stone and is subjected to the
petrified condition. The successes and failures don't need to be consecutive;
save three times, it permanently turns to stone and is subjected to the
petrified condition. The successes and failures don't need to be consecutive;
keep track of both until the creature collects three of a kind. While this layer
is in place, spells can't be cast through the wall. The layer is destroyed by
bright light shed by a daylight spell or a similar spell of equal or higher
is in place, spells can't be cast through the wall. The layer is destroyed by
bright light shed by a daylight spell or a similar spell of equal or higher
level.
7. Violet. On a failed save, the creature is blinded. It must then make
7. Violet. On a failed save, the creature is blinded. It must then make
a Wisdom saving throw at the start of your next turn. A successful save ends the
blindness. If it fails that save, the creature is transported to another plane
blindness. If it fails that save, the creature is transported to another plane
of the DM's choosing and is no longer blinded. (Typically, a creature that is on
a plane that isn't its home plane is banished home, while other creatures are
usually cast into the Astral or Ethereal planes.) This layer is destroyed by a
a plane that isn't its home plane is banished home, while other creatures are
usually cast into the Astral or Ethereal planes.) This layer is destroyed by a
dispel magic spell or similar spell of equal or higher level that can end spells
and magical effects.
"""
@@ -677,18 +677,18 @@ class PrismaticWall(Spell):
class ProduceFlame(Spell):
"""A flickering flame appears in your hand.
The flame remains there for the
duration and harms neither you nor your equipment. The flame sheds bright light
in a 10-foot radius and dim light for an additional 10 feet. The spell ends if
The flame remains there for the
duration and harms neither you nor your equipment. The flame sheds bright light
in a 10-foot radius and dim light for an additional 10 feet. The spell ends if
you dismiss it as an action or if you cast it again.
You can also attack with
the flame, although doing so ends the spell. When you cast this spell, or as an
action on a later turn, you can hurl the flame at a creature within 30 feet of
You can also attack with
the flame, although doing so ends the spell. When you cast this spell, or as an
action on a later turn, you can hurl the flame at a creature within 30 feet of
you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At
Higher Levels: This spell's damage increases by 1d8 when you reach 5th level
Higher Levels: This spell's damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
"""
name = "Produce Flame"
@@ -704,30 +704,30 @@ class ProduceFlame(Spell):
class ProgrammedIllusion(Spell):
"""You create an illusion of an object, a creature, or some other visible
phenomenon within range that activates when a specific condition occurs. The
illusion is imperceptible until then. It must be no larger than a 30-foot cube,
and you decide when you cast the spell how the illusion behaves and what sounds
"""You create an illusion of an object, a creature, or some other visible
phenomenon within range that activates when a specific condition occurs. The
illusion is imperceptible until then. It must be no larger than a 30-foot cube,
and you decide when you cast the spell how the illusion behaves and what sounds
it makes. This scripted performance can last up to 5 minutes.
When the
condition you specify occurs, the illusion springs into existence and performs
in the manner you described. Once the illusion finishes performing, it
When the
condition you specify occurs, the illusion springs into existence and performs
in the manner you described. Once the illusion finishes performing, it
disappears and remains dormant for 10 minutes. After this time, the illusion can
be activated again.
The triggering condition can be as general or as detailed
as you like, though it must be based on visual or audible conditions that occur
within 30 feet of the area. For example, you could create an illusion of
yourself to appear and warn off others who attempt to open a trapped door, or
The triggering condition can be as general or as detailed
as you like, though it must be based on visual or audible conditions that occur
within 30 feet of the area. For example, you could create an illusion of
yourself to appear and warn off others who attempt to open a trapped door, or
you could set the illusion to trigger only when a creature says the correct word
or phrase.
Physical interaction with the image reveals it to be an illusion,
because things can pass through it. A creature that uses its action to examine
the image can determine that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a creature discerns the
illusion for what it is, the creature can see through the image, and any noise
Physical interaction with the image reveals it to be an illusion,
because things can pass through it. A creature that uses its action to examine
the image can determine that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a creature discerns the
illusion for what it is, the creature can see through the image, and any noise
it makes sounds hollow to the creature.
"""
name = "Programmed Illusion"
@@ -744,27 +744,27 @@ class ProgrammedIllusion(Spell):
class ProjectImage(Spell):
"""You create an illusory copy of yourself that lasts for the duration.
The copy
The copy
can appear at any location within range that you have seen before, regardless of
intervening obstacles. The illusion looks and sounds like you but is
intervening obstacles. The illusion looks and sounds like you but is
intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make
it gesture, speak, and behave in whatever way you choose. It mimics your
it gesture, speak, and behave in whatever way you choose. It mimics your
mannerisms perfectly.
You can see through its eyes and hear through its ears as
if you were in its space. On your turn as a bonus action, you can switch from
using its senses to using your own, or back again. While you are using its
if you were in its space. On your turn as a bonus action, you can switch from
using its senses to using your own, or back again. While you are using its
senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things
can pass through it. A creature that uses its action to examine the image can
determine that it is an illusion with a successful Intelligence (Investigation)
check against your spell save DC. If a creature discerns the illusion for what
it is, the creature can see through the image, and any noise it makes sounds
can pass through it. A creature that uses its action to examine the image can
determine that it is an illusion with a successful Intelligence (Investigation)
check against your spell save DC. If a creature discerns the illusion for what
it is, the creature can see through the image, and any noise it makes sounds
hollow to the creature.
"""
name = "Project Image"
@@ -780,7 +780,7 @@ class ProjectImage(Spell):
class ProtectionFromEnergy(Spell):
"""For the duration, the willing creature you touch has resistance to one damage
"""For the duration, the willing creature you touch has resistance to one damage
type of your choice: acid, cold, fire, lightning, or thunder.
"""
name = "Protection From Energy"
@@ -796,13 +796,13 @@ class ProtectionFromEnergy(Spell):
class ProtectionFromEvilAndGood(Spell):
"""Until the spell ends, one willing creature you touch is protected against
certain types of creatures: aberrations, celestials, elementals, fey, fiends,
"""Until the spell ends, one willing creature you touch is protected against
certain types of creatures: aberrations, celestials, elementals, fey, fiends,
and undead.
The protection grants several benefits. Creatures of those types
have disadvantage on attack rolls against the target. The target also can't be
charmed, frightened, or possessed by them. If the target is already charmed,
The protection grants several benefits. Creatures of those types
have disadvantage on attack rolls against the target. The target also can't be
charmed, frightened, or possessed by them. If the target is already charmed,
frightened, or possessed by such a creature, the target has advantage on any new
saving throw against the relevant effect.
"""
@@ -820,11 +820,11 @@ class ProtectionFromEvilAndGood(Spell):
class ProtectionFromPoison(Spell):
"""You touch a creature. If it is poisoned, you neutralize the poison. If more than
one poison afflicts the target, you neutralize one poison that you know is
one poison afflicts the target, you neutralize one poison that you know is
present, or you neutralize one at random.
For the duration, the target has
advantage on saving throws against being poisoned, and it has resistance to
For the duration, the target has
advantage on saving throws against being poisoned, and it has resistance to
poison damage.
"""
name = "Protection From Poison"
@@ -841,14 +841,14 @@ class ProtectionFromPoison(Spell):
class PsychicScream(Spell):
"""You unleash the power of your mind to blast the intellect of up to ten creatures
of your choice that you can see within range. Creatures that have an
of your choice that you can see within range. Creatures that have an
Intelligence score of 2 or lower are unaffected.
Each target must make an
Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage
and is stunned. On a successful save, a target takes half as much damage and
Each target must make an
Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage
and is stunned. On a successful save, a target takes half as much damage and
isn't stunned. If a target is killed by this damage, its head explodes, assuming
it has one.
A stunned target can make an Intelligence saving throw at the end
A stunned target can make an Intelligence saving throw at the end
of each of its turns. On a successful save, the stunning effect ends.
"""
name = "Psychic Scream"
@@ -864,7 +864,7 @@ class PsychicScream(Spell):
class PurifyFoodAndDrink(Spell):
"""All nonmagical food and drink within a 5-foot-radius sphere centered on a point
"""All nonmagical food and drink within a 5-foot-radius sphere centered on a point
of your choice within range is purified and rendered free of poison and disease.
"""
name = "Purify Food And Drink"
@@ -880,15 +880,15 @@ class PurifyFoodAndDrink(Spell):
class Pyrotechnics(Spell):
"""Choose an area of nonmagical flame that you can see and that fits within a
5-foot cube within range. You can extinguish the fire in that area, and you
"""Choose an area of nonmagical flame that you can see and that fits within a
5-foot cube within range. You can extinguish the fire in that area, and you
create either fireworks or smoke when you do so.
Fireworks. The target explodes
with a dazzling display of colors. Each creature within 10 feet of the target
must succeed on a Constitution saving throw or become blinded until the end of
Fireworks. The target explodes
with a dazzling display of colors. Each creature within 10 feet of the target
must succeed on a Constitution saving throw or become blinded until the end of
your next turn.
Smoke. Thick black smoke spreads out from the target in a
20-foot radius, moving around corners. The area of the smoke is heavily
Smoke. Thick black smoke spreads out from the target in a
20-foot radius, moving around corners. The area of the smoke is heavily
obscured. The smoke persists for 1 minute or until a strong wind disperses it.
"""
name = "Pyrotechnics"
+1 -1
View File
@@ -1 +1 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
+87 -87
View File
@@ -1,26 +1,26 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class RaiseDead(Spell):
"""You return a dead creature you touch to life, provided that it has been dead no
longer than 10 days. If the creature's soul is both willing and at liberty to
"""You return a dead creature you touch to life, provided that it has been dead no
longer than 10 days. If the creature's soul is both willing and at liberty to
rejoin the body, the creature returns to life with 1 hit point.
This spell also
neutralizes any poison and cures nonmagical diseases that affected the creature
at the time it died. This spell doesn't, however, remove magical diseases,
curses, or similar effects; if these aren't first removed prior to casting the
spell, they take effect when the creature returns to life. The spell can't
at the time it died. This spell doesn't, however, remove magical diseases,
curses, or similar effects; if these aren't first removed prior to casting the
spell, they take effect when the creature returns to life. The spell can't
return an undead creature to life.
This spell closes all mortal wounds, but it
doesn't restore missing body parts. If the creature is lacking body parts or
organs integral for its survival its head, for instance the spell
This spell closes all mortal wounds, but it
doesn't restore missing body parts. If the creature is lacking body parts or
organs integral for its survival its head, for instance the spell
automatically fails.
Coming back from the dead is an ordeal. The target takes a
-4 penalty to all attack rolls, saving throws, and ability checks. Every time
the target finishes a long rest, the penalty is reduced by 1 until it
-4 penalty to all attack rolls, saving throws, and ability checks. Every time
the target finishes a long rest, the penalty is reduced by 1 until it
disappears.
"""
name = "Raise Dead"
@@ -36,14 +36,14 @@ class RaiseDead(Spell):
class RarysTelepathicBond(Spell):
"""You forge a telepathic link among up to eight willing creatures of your choice
within range, psychically linking each creature to all the others for the
duration. Creatures with Intelligence scores of 2 or less aren't affected by
"""You forge a telepathic link among up to eight willing creatures of your choice
within range, psychically linking each creature to all the others for the
duration. Creatures with Intelligence scores of 2 or less aren't affected by
this spell.
Until the spell ends, the targets can communicated telepathically
through the bond whether or not they have a common language. The communication
is possible over any distance, though it can't extend to other planes of
Until the spell ends, the targets can communicated telepathically
through the bond whether or not they have a common language. The communication
is possible over any distance, though it can't extend to other planes of
existence.
"""
name = "Rarys Telepathic Bond"
@@ -59,13 +59,13 @@ class RarysTelepathicBond(Spell):
class RayOfEnfeeblement(Spell):
"""A black beam of enervating energy springs from your finger toward a creature
"""A black beam of enervating energy springs from your finger toward a creature
within range.
Make a ranged spell attack against the target. On a hit, the
target deals only half damage with weapon attacks that use Strength until the
Make a ranged spell attack against the target. On a hit, the
target deals only half damage with weapon attacks that use Strength until the
spell ends.
At the end of each of the target's turns, it can make a
At the end of each of the target's turns, it can make a
Constitution saving throw against the spell. On a success, the spell ends.
"""
name = "Ray Of Enfeeblement"
@@ -84,8 +84,8 @@ class RayOfFrost(Spell):
"""A frigid beam of blue-white light streaks toward a creature within range. Make a
ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and
its speed is reduced by 10 feet until the start of your next turn.
At Higher
At Higher
Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8).
"""
@@ -103,13 +103,13 @@ class RayOfFrost(Spell):
class RayOfSickness(Spell):
"""A ray of sickening greenish energy lashes out toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 2d8
Make a ranged spell attack against the target. On a hit, the target takes 2d8
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
this spell using a spell slot of 2nd level or higher, the damage increases by
this spell using a spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.
"""
name = "Ray Of Sickness"
@@ -126,12 +126,12 @@ class RayOfSickness(Spell):
class Regenerate(Spell):
"""You touch a creature and stimulate its natural healing ability.
The target
The target
regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1
hit point at the start of each of its turns (10 hit points each minute).
The
target's severed body members (fingers, legs, tails, and so on), if any, are
The
target's severed body members (fingers, legs, tails, and so on), if any, are
restored after 2 minutes. If you have the severed part and hold it to the stump,
the spell instantaneously causes the limb to knit to the stump.
"""
@@ -148,38 +148,38 @@ class Regenerate(Spell):
class Reincarnate(Spell):
"""You touch a dead humanoid or a piece of a dead humanoid. Provided that the
creature has been dead no longer than 10 days, the spell forms a new adult body
for it and then calls the soul to enter that body. If the target's soul isn't
"""You touch a dead humanoid or a piece of a dead humanoid. Provided that the
creature has been dead no longer than 10 days, the spell forms a new adult body
for it and then calls the soul to enter that body. If the target's soul isn't
free or willing to do so, the spell fails.
The magic fashions a new body for
the creature to inhabit, which likely causes the creature's race to change. The
DM rolls a d 100 and consults the following table to determine what form the
The magic fashions a new body for
the creature to inhabit, which likely causes the creature's race to change. The
DM rolls a d 100 and consults the following table to determine what form the
creature takes when restored to life, or the DM chooses a form.
d100  Race
01-04 Dragonborn
05-13 Dwarf, hill
14-21 Dwarf, mountain
22-25 Elf, dark
26-34
26-34
Elf, high
35-42 Elf, wood
43-46 Gnome, forest
47-52 Gnome, rock
53-56 Half-elf
57-60 Half-orc
61-68 Halfling, lightfoot
69-76 Halfling, stout
77-96 Human
97-00
Tiefling
The reincarnated creature recalls its former life and experiences. It
retains the capabilities it had in its original form, except it exchanges its
retains the capabilities it had in its original form, except it exchanges its
original race for the new one and changes its racial traits accordingly.
"""
name = "Reincarnate"
@@ -196,7 +196,7 @@ class Reincarnate(Spell):
class RemoveCurse(Spell):
"""At your touch, all curses affecting one creature or object end. If the object is
a cursed magic item, its curse remains, but the spell breaks its owner's
a cursed magic item, its curse remains, but the spell breaks its owner's
attunement to the object so it can be removed or discarded.
"""
name = "Remove Curse"
@@ -212,8 +212,8 @@ class RemoveCurse(Spell):
class Resistance(Spell):
"""You touch one willing creature. Once before the spell ends, the target can roll
a d4 and add the number rolled to one saving throw of its choice. It can roll
"""You touch one willing creature. Once before the spell ends, the target can roll
a d4 and add the number rolled to one saving throw of its choice. It can roll
the die before or after the saving throw. The spell then ends.
"""
name = "Resistance"
@@ -229,26 +229,26 @@ class Resistance(Spell):
class Resurrection(Spell):
"""You touch a dead creature that has been dead for no more than a century, that
didn't die of old age, and that isn't undead. If its soul is free and willing,
"""You touch a dead creature that has been dead for no more than a century, that
didn't die of old age, and that isn't undead. If its soul is free and willing,
the target returns to life with all its hit points.
This spell neutralizes any
poisons and cures normal diseases afflicting the creature when it died. It
This spell neutralizes any
poisons and cures normal diseases afflicting the creature when it died. It
doesn't, however, remove magical diseases, curses, and the like; if such affects
aren't removed prior to casting the spell, they afflict the target on its
aren't removed prior to casting the spell, they afflict the target on its
return to life.
This spell closes all mortal wounds and restores any missing
This spell closes all mortal wounds and restores any missing
body parts.
Coming back from the dead is an ordeal. The target takes a -4
penalty to all attack rolls, saving throws, and ability checks. Every time the
Coming back from the dead is an ordeal. The target takes a -4
penalty to all attack rolls, saving throws, and ability checks. Every time the
target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year
or longer taxes you greatly. Until you finish a long rest, you can't cast
or longer taxes you greatly. Until you finish a long rest, you can't cast
spells again, and you have disadvantage on all attack rolls, ability checks, and
saving throws.
"""
@@ -268,17 +268,17 @@ class ReverseGravity(Spell):
"""This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered
on a point within range.
All creatures and objects that aren't somehow anchored
to the ground in the area fall upward and reach the top of the area when you
cast this spell. A creature can make a Dexterity saving throw to grab onto a
to the ground in the area fall upward and reach the top of the area when you
cast this spell. A creature can make a Dexterity saving throw to grab onto a
fixed object it can reach, thus avoiding the fall.
If some solid object (such
as a ceiling) is encountered in this fall, falling objects and creatures strike
it just as they would during a normal downward fall. If an object or creature
reaches the top of the area without striking anything, it remains there,
If some solid object (such
as a ceiling) is encountered in this fall, falling objects and creatures strike
it just as they would during a normal downward fall. If an object or creature
reaches the top of the area without striking anything, it remains there,
oscillating slightly, for the duration.
At the end of the duration, affected
At the end of the duration, affected
objects and creatures fall back down.
"""
name = "Reverse Gravity"
@@ -295,7 +295,7 @@ class ReverseGravity(Spell):
class Revivify(Spell):
"""You touch a creature that has died within the last minute. That creature returns
to life with 1 hit point. This spell can't return to life a creature that has
to life with 1 hit point. This spell can't return to life a creature that has
died of old age, nor can it restore any missing body parts.
"""
name = "Revivify"
@@ -311,21 +311,21 @@ class Revivify(Spell):
class RopeTrick(Spell):
"""You touch a length of rope that is up to 60 feet long. One end of the rope then
rises into the air until the whole rope hangs perpendicular to the ground. At
the upper end of the rope, an invisible entrance opens to an extradimensional
"""You touch a length of rope that is up to 60 feet long. One end of the rope then
rises into the air until the whole rope hangs perpendicular to the ground. At
the upper end of the rope, an invisible entrance opens to an extradimensional
space that lasts until the spell ends.
The extradimensional space can be
reached by climbing to the top of the rope. The space can hold as many as eight
Medium or smaller creatures. The rope can be pulled into the space, making the
The extradimensional space can be
reached by climbing to the top of the rope. The space can hold as many as eight
Medium or smaller creatures. The rope can be pulled into the space, making the
rope disappear from view outside the space.
Attacks and spells can't cross
Attacks and spells can't cross
through the entrance into or out of the extradimensional space, but those inside
can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
"""
name = "Rope Trick"
+8 -8
View File
@@ -1,4 +1,4 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class SacredFlame(Spell):
@@ -93,29 +93,29 @@ class Scrying(Spell):
and the sort of physical connection you have to it. If a target
knows you're casting this spell, it can fail the saving throw
voluntarily if it wants to be observed.
Knowledge - Save Modifier
Knowledge - Save Modifier
=========================
Secondhand (you have heard of the target) - +5
Firsthand (you have met the target) - +0
Familiar (you know the target well) - -5
Connection - Save Modifier
==========================
Likeness or picture - -2
Possession or garment - -4
Body part, lock of hair, bit of nail, or the like - -10
On a successful save, the target isn't affected, and you can't use
this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10
feet of the target. You can see and hear through the sensor as if
you w ere there. The sensor moves with the target, remaining
within 10 feet of it for the duration. A creature that can see
invisible objects sees the sensor as a luminous orb about the size
of your fist.
Instead of targeting a creature, you can choose a location you
have seen before as the target of this spell. When you do, the
sensor appears at that location and doesn't move.
@@ -1508,7 +1508,7 @@ class Symbol(Spell):
Each target must make a Wisdom saving throw and becomes frightened
for 1 minute on a failed save. While frightened, the target drops whatever it is
holding and must move at least 20 feet away from the glyph on each of ist
turns, if able.
turns, if able.
Hopelessness
Each target must make a Charisma saving throw. On
+1 -1
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@@ -1,4 +1,4 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class TashasHideousLaughter(Spell):
+13 -13
View File
@@ -1,22 +1,22 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class UnseenServant(Spell):
"""This spell creates an invisible, mindless, shapeless force that performs simple
tasks at your command until the spell ends. The servant springs into existence
in an unoccupied space on the ground within range. It has AC 10, 1 hit point,
"""This spell creates an invisible, mindless, shapeless force that performs simple
tasks at your command until the spell ends. The servant springs into existence
in an unoccupied space on the ground within range. It has AC 10, 1 hit point,
and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell
ends.
Once on each of your turns as a bonus action, you can mentally command
the servant to move up to 15 feet and inteact with an object. The servant can
perform simple tasks that a human servant could do, such as fetching things,
cleaning, mending, folding clothes, lighting fires, serving food, and pouring
wine. Once you give the command, the servant performs the task to the best of
Once on each of your turns as a bonus action, you can mentally command
the servant to move up to 15 feet and inteact with an object. The servant can
perform simple tasks that a human servant could do, such as fetching things,
cleaning, mending, folding clothes, lighting fires, serving food, and pouring
wine. Once you give the command, the servant performs the task to the best of
its ability until it completes the task, then waits for your next command.
If
you command the servant to perform a task that would move it more than 60 feet
If
you command the servant to perform a task that would move it more than 60 feet
away from you, the spell ends.
"""
name = "Unseen Servant"
+17 -17
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@@ -1,15 +1,15 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class VampiricTouch(Spell):
"""The touch of your shadow-wreathed hand can siphon force from others to heal your
wounds. Make a melee spell attack against a creature within your reach. On a
hit, the target takes 3d6 necrotic damage, and you regain hit points equal to
wounds. Make a melee spell attack against a creature within your reach. On a
hit, the target takes 3d6 necrotic damage, and you regain hit points equal to
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
cast this spell using a spell slot of 4th level or higher, the damage increases
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 = "Vampiric Touch"
@@ -27,12 +27,12 @@ class VampiricTouch(Spell):
class ViciousMockery(Spell):
"""You unleash a string of insults laced with subtle enchantments at a creature you
can see within range.
If the target can hear you (thought it need not
understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic
damage and have disadvantage on the next attack roll it makes before the end of
If the target can hear you (thought it need not
understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic
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"
@@ -48,15 +48,15 @@ class ViciousMockery(Spell):
class VitriolicSphere(Spell):
"""You point at a location within range, and a glowing, 1-foot-diameter ball of
emerald acid streaks there and explodes in a 20-foot-radius sphere. Each
creature in that area must make a Dexterity saving throw. On a failed save, a
creature takes 10d4 acid damage and another 5d4 acid damage at the end of its
"""You point at a location within range, and a glowing, 1-foot-diameter ball of
emerald acid streaks there and explodes in a 20-foot-radius sphere. Each
creature in that area must make a Dexterity saving throw. On a failed save, a
creature takes 10d4 acid damage and another 5d4 acid damage at the end of its
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
using a spell slot of 5th level or higher, the initial damage increases by 2d4
using a spell slot of 5th level or higher, the initial damage increases by 2d4
for each slot level above 4th.
"""
name = "Vitriolic Sphere"
+44 -44
View File
@@ -1,4 +1,4 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class WallOfFire(Spell):
@@ -45,7 +45,7 @@ class WallOfForce(Spell):
for the duration. If the wall cuts through a creature's space when
it appears, the creature is pushed to one side of the wall (your
choice which side).
Nothing can physically pass through the wall. It is immune to all
damage and can't be dispelled by dispel magic. A disintegrate
spell destroys the wall instantly, however. The wall also extends
@@ -72,13 +72,13 @@ class WallOfIce(Spell):
10-foot-square panels. Each panel must be contiguous with another
panel. In any form, the wall is 1 foot thick and lasts for the
duration.
If the wall cuts through a creature's space when it appears, the
creature within its area is pushed to one side of the wall and
must make a Dexterity saving throw. On a failed save, the creature
takes 10d6 cold damage, or half as much damage on a successful
save.
The wall is an object that can be damaged and thus breached. It
has AC 12 and 30 hit points per 10-foot section, and it is
vulnerable to fire damage. Reducing a 10-foot section of wall to 0
@@ -87,7 +87,7 @@ class WallOfIce(Spell):
frigid air for the first time on a turn must make a Constitution
saaving throw. The creature takes 5f6 cold 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
of 7th level or higher, the damage the wall deals when it appears
increases by 2d6, and the damage from passing through the sheet of
@@ -115,14 +115,14 @@ class WallOfLight(Spell):
sight, but creatures and objects can pass through it. It emits
bright light out to 120 feet and dim light for an additional 120
feet.
When the wall appears, each creature in its area must make a
Constitution saving throw. On a failed save, a creature takes 4d8
radiant damage, and it is blinded for 1 minute. On a successful
save, it takes half as much damage and isn't blinded. A blinded
creature can make a Constitution saving throw at the end of each
of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant
damage. Until the spell ends, you can use an action to launch a
beam of radiance from the wall at one creature you can see within
@@ -130,7 +130,7 @@ class WallOfLight(Spell):
takes 4d8 radiant damage. Whether you hit or miss, reduce the
length of the wall by 10 feet. If the wall's length drops to 0
feet, the spell ends.
**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.
@@ -173,29 +173,29 @@ class WallOfStone(Spell):
composed of ten 10-foot- by-10-foot panels. Each panel must be
contiguous with at least on other panel. Alternatively, you can
create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the
creature is pushed to one side of the wall (your choice). If a
creature would be surrounded on all sides by the wall (or the wall
and another solid surface), that creature can make a Dexterity
saving throw. On a success, it can use its reaction to move up to
its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the
same space as a creature or object. the wall doesn't need to be
vertical or resting on any firm foundation. It must, however,
merge with and be solidly supported by existing stone. Thus you
can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must
halve the size of each panel to create supports. You can crudely
shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus
breached. Each panel has AC 15 and 30 hit points per inch of
thickness. Reducing a panel to 0 hit points destroys it and might
cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole
duration, the wall becomes permanent and can't be
dispelled. Otherwise, the wall disappears when the spell ends.
@@ -249,14 +249,14 @@ class WallOfThorns(Spell):
class WallOfWater(Spell):
"""(a drop of water)
You conjure up a wall of water on the ground at a point you can
see within range. You can make the wall up to 30 feet long, 10
feet high, and 1 foot thick, or you can make a ringed wall up to
20 feet in diameter, 20 feet high, and 1 foot thick. The wall
vanishes when the spell ends. The wall's space is difficult
terrain.
Any ranged weapon attack that enters the wall's space has
disadvantage on the attack roll, and fire damage is halved if the
fire effect passes through the wall to reach its target. Spells
@@ -310,7 +310,7 @@ class WardingWind(Spell):
"""A strong wind (20 miles per hour) blows around you in a 10-foot
radius and moves with you, remaining centered on you. The wind
lasts for the spell's duration.
The wind has the following effects:
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are
@@ -379,7 +379,7 @@ class WaterySphere(Spell):
you can see within range. The sphere can hover in the air, but no
more than 10 feet off the ground. The sphere remains for the
spell's duration.
Any creature in the sphere's space must make a Strength saving
throw. On a successful save, a creature is ejected from that space
to the nearest unoccupied space outside it. A Huge or larger
@@ -387,25 +387,25 @@ class WaterySphere(Spell):
save, a creature is restrained by the sphere and is engulfed by
the water. At the end of each of its turns, a restrained target
can repeat the saving throw.
The sphere can restrain a maximum of four Medium or smaller
creatures or one Large creature. If the sphere restrains a
creature in excess of these numbers, a random creature that was
already restrained by the sphere falls out of it and lands prone
in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight
line. If it moves over a pit, cliff, or other drop, it safely
descends until it is hovering 10 feet over ground. Any creature
restrained by the sphere moves with it. You can ram the sphere
into creatures, forcing them to make the saving throw, but no more
than once per turn.
When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any creature
restrained by the sphere is knocked prone in the space where it
falls.
"""
name = "Watery Sphere"
level = 4
@@ -424,22 +424,22 @@ class Web(Spell):
choice within range. The webs fill a 20-foot cube from that point
for the duration. The webs are difficult terrain and lightly
obscure their area.
If the webs aren't anchored between two solid masses (such as
walls or trees) or layered across a floor, wall, or ceiling, the
conjured web collapses on itself, and the spell ends at the start
of your next turn. Webs layered over a flat surface have a depth
of 5 feet.
Each creature that starts its turn in the webs or that enters them
during its turn must make a Dexterity saving throw. On a failed
save, the creature is restrained as long as it remains in the webs
or until it breaks free.
A creature restrained by the webs can use its action to make a
Strength check against your spell save DC. If it succeeds, it is
no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire
burns away in 1 round, dealing 2d4 fire damage to any creature
that starts its turn in the fire.
@@ -463,7 +463,7 @@ class Weird(Spell):
creature in a 30-foot-radius sphere centered on a point of your
choice within range must make a Wisdom saving throw. On a failed
save, a creature becomes frightened for the duration.
The illusion calls on the creature's deepest fears, manifesting
its worst nightmares as an implacable threat. At the end of each
of the frightened creature's turns, it must succeed on a Wisdom
@@ -491,7 +491,7 @@ class Whirlwind(Spell):
direction along the ground. The whirlwind sucks up any Medium or
smaller objects that aren't secured to anything and that aren't
worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a
turn that it enters the whirlwind or that the whirlwind enters its
space, including when the whirlwind first appears. A creature
@@ -502,7 +502,7 @@ class Whirlwind(Spell):
ends. When a creature starts its turn restrained by the whirlwind,
the creature is pulled 5 feet higher inside it, unless the
creature is at the top.
A restrained creature moves with the whirlwind and falls when the
spell ends, unless the creature has some means to stay aloft. A
restrained creature can use an action to make a Strength or
@@ -568,7 +568,7 @@ class WindWalk(Spell):
which time a creature is incapacitated and can't move. Until the
spell ends, a creature can revert to cloud form, which also
requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends,
the creature descends 60 feet per round for 1 minute until it
lands, which it does safely. If it can't land after 1 minute, the
@@ -590,16 +590,16 @@ class WindWalk(Spell):
class WindWall(Spell):
"""A wall of strong wind rises from the ground at a point you choose
within range.
You can make the wall up to 50 feet long, 15 feet high, and 1 foot
thick. You can shape the wall in any way you choose so long as it
makes one continuous path along the ground. The wall lasts for the
duration.
When the wall appears, each creature within its area must make a
Strength saving throw. A creature takes 3d8 bludgeoning damage on
a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or
smaller flying creatures or objects can't pass through the
wall. Loose, lightweight materials brought into the wall fly
@@ -626,30 +626,30 @@ class Wish(Spell):
"""Wish is the mightiest spell a mortal creature can cast. By simply
speaking aloud, you can alter the very foundations of reality in
accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th
level or lower. You don't need to meet any requirements in that
spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your
choice:
- You create one object of up to 25,000 gp in value that isn't a
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
@@ -657,7 +657,7 @@ class Wish(Spell):
critical hit, or a friend's failed save. You can force the
reroll to be made with advantage or disadvantage, and you can
choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the
above examples. State your wish to the DM as precisely as
possible. The DM has great latitude in ruling what occurs in such
@@ -670,7 +670,7 @@ class Wish(Spell):
effectively removing you from the game. Similarly, wishing for a
legendary magic item or artifact might instantly transport you to
the presence of the item's current owner.
The stress of casting this spell to produce any effect other than
duplicating another spell weakens you. After enduring that stress,
each time you cast a spell until you finish a long rest, you take
@@ -698,18 +698,18 @@ class Wish(Spell):
class WitchBolt(Spell):
"""A beam of crackling, blue energy lances out toward a creature within range,
forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that creature. On a hit, the
target takes 1d12 lightning damage, and on each of your turns for
the duration, you can use your action to deal 1d12 lightning
damage to the target automatically. The spell ends if you use your
action to do anything else. The spell also ends if the target is
ever outside the spell's range or if it has total cover from you.
**At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, the initial damage increases by 1d12 for
each slot level above 1st.
"""
name = "Witch Bolt"
level = 1
@@ -751,7 +751,7 @@ class WordOfRecall(Spell):
space to the spot you designated when you prepared your sanctuary
(see below). If you cast this spell without first preparing a
sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a
location, such as a temple, dedicated to or strongly linked to
your deity. If you attempt to cast the spell in this manner in an
+1 -1
View File
@@ -1 +1 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
+1 -1
View File
@@ -1 +1 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
+11 -11
View File
@@ -1,12 +1,12 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class ZephyrStrike(Spell):
"""You move like the wind. Until the spell ends, your movement doesn't provoke
"""You move like the wind. Until the spell ends, your movement doesn't provoke
opportunity attacks.
Once before the spell ends, you can give yourself advantage
on one weapon attack roll on your turn. That attack deals an extra 1d8 force
damage on a hit. Whether you hit or miss, your walking speed increases by 30
on one weapon attack roll on your turn. That attack deals an extra 1d8 force
damage on a hit. Whether you hit or miss, your walking speed increases by 30
feet until the end of that turn.
"""
name = "Zephyr Strike"
@@ -22,17 +22,17 @@ class ZephyrStrike(Spell):
class ZoneOfTruth(Spell):
"""You create a magical zone that guards against deception in a 15-foot-radius
"""You create a magical zone that guards against deception in a 15-foot-radius
sphere centered on a point of your choice within range.
Until the spell ends, a
Until the spell ends, a
creature that enters the spell's area for the first time on a turn or starts its
turn there must make a Charisma saving throw. On a failed save, a creature
turn there must make a Charisma saving throw. On a failed save, a creature
can't speak a deliberate lie while in the radius. You know whether each creature
succeeds or fails on its saving throw.
An affected creature is aware of the
spell and can thus avoid answering questions to which it would normally respond
with a lie. Such creatures can be evasive in its answers as long as it remains
An affected creature is aware of the
spell and can thus avoid answering questions to which it would normally respond
with a lie. Such creatures can be evasive in its answers as long as it remains
within the boundaries of the truth.
"""
name = "Zone Of Truth"
+23 -21
View File
@@ -1,21 +1,24 @@
import math
from collections import namedtuple
from .armor import NoArmor, NoShield, HeavyArmor, Shield, Armor
from .weapons import Weapon
from .features import (UnarmoredDefenseMonk, UnarmoredDefenseBarbarian,
DraconicResilience, Defense, FastMovement,
UnarmoredMovement, GiftOfTheDepths, RemarkableAthelete,
SeaSoul, JackOfAllTrades, SoulOfTheForge, QuickDraw,
NaturalExplorerRevised, FeralInstinct, DreadAmbusher,
SuperiorMobility, AmbushMaster, RakishAudacity,
NaturalArmor)
from math import ceil
from dungeonsheets.armor import Armor, HeavyArmor, NoArmor, NoShield, Shield
from dungeonsheets.features import (AmbushMaster, Defense, DraconicResilience,
DreadAmbusher, FastMovement, FeralInstinct,
GiftOfTheDepths, JackOfAllTrades,
NaturalArmor, NaturalExplorerRevised,
QuickDraw, RakishAudacity,
RemarkableAthelete, SeaSoul,
SoulOfTheForge, SuperiorMobility,
UnarmoredDefenseBarbarian,
UnarmoredDefenseMonk, UnarmoredMovement)
from dungeonsheets.weapons import Weapon
def findattr(obj, name):
"""Similar to builtin getattr(obj, name) but more forgiving to
whitespace and capitalization.
"""
# Come up with several options
name = name.strip()
@@ -57,13 +60,13 @@ AbilityScore = namedtuple('AbilityScore',
class Ability():
ability_name = None
def __init__(self, default_value=10):
self.default_value = default_value
def __set_name__(self, character, name):
self.ability_name = name
def _check_dict(self, obj):
if not hasattr(obj, '_ability_scores'):
# No ability score dictionary exists
@@ -73,7 +76,7 @@ class Ability():
elif self.ability_name not in obj._ability_scores.keys():
# ability score dictionary exists but doesn't have this ability
obj._ability_scores[self.ability_name] = self.default_value
def __get__(self, character, Character):
self._check_dict(character)
score = character._ability_scores[self.ability_name]
@@ -87,7 +90,7 @@ class Ability():
# Create the named tuple
value = AbilityScore(modifier=modifier, value=score, saving_throw=saving_throw)
return value
def __set__(self, character, val):
self._check_dict(character)
character._ability_scores[self.ability_name] = val
@@ -96,14 +99,14 @@ class Ability():
class Skill():
"""An ability-based skill, such as athletics."""
def __init__(self, ability):
self.ability_name = ability
def __set_name__(self, character, name):
self.skill_name = name.lower().replace('_', ' ')
self.character = character
def __get__(self, character, owner):
ability = getattr(character, self.ability_name)
modifier = ability.modifier
@@ -117,7 +120,7 @@ class Skill():
if self.ability_name.lower() in ('strength',
'dexterity', 'constitution'):
modifier += ceil(character.proficienc_bonus / 2.)
# Check for expertise
is_expert = self.skill_name in character.skill_expertise
if is_expert:
@@ -163,7 +166,7 @@ class ArmorClass():
if hasattr(mitem, 'ac_bonus'):
ac += mitem.ac_bonus
return ac
class Speed():
"""
@@ -211,4 +214,3 @@ class Initiative():
if has_advantage:
ini += '(A)'
return ini