mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-05-18 20:23:27 +02:00
Replace all relative imports with absolute ones
This commit is contained in:
@@ -1,8 +1,8 @@
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__all__ = ('__version__', 'Character', 'weapons', 'features',
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'character', 'race', 'background', 'spells')
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from . import weapons, features, race, background, spells
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from .character import Character
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from dungeonsheets import background, features, race, spells, weapons
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from dungeonsheets.character import Character
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import os
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@@ -1,4 +1,4 @@
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from . import features as feats
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from dungeonsheets import features as feats
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class Background():
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@@ -38,7 +38,7 @@ class Criminal(Background):
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name = "Criminal"
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skill_proficiencies = ('deception', 'stealth')
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features = (feats.CriminalContact,)
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class Spy(Criminal):
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name = "Spy"
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@@ -52,7 +52,7 @@ class Entertainer(Background):
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class Gladiator(Entertainer):
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name = "Gladiator"
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class FolkHero(Background):
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name = "Folk Hero"
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@@ -94,7 +94,7 @@ class Outlander(Background):
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skill_proficiencies = ('athletics', 'survival')
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languages = ("[choose one]", )
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features = (feats.Wanderer,)
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class Sage(Background):
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name = "Sage"
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@@ -197,8 +197,8 @@ class MercenaryVeteran(Background):
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name = "Mercenary Veteran"
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skill_proficiencies = ('athletics', 'persuasion')
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features = (feats.MercenaryLife,)
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class UrbanBountyHunter(Background):
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name = 'Urban Bounty Hunter'
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skill_proficiencies = ()
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@@ -219,8 +219,8 @@ class WaterdhavianNoble(Background):
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skill_proficiencies = ('history', 'persuasion')
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languages = ('[choose one]',)
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features = (feats.KeptInStyle,)
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PHB_backgrounds = [Acolyte, Charlatan, Criminal, Spy, Entertainer,
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Gladiator, FolkHero, GuildArtisan, GuildMerchant,
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Hermit, Noble, Knight, Outlander, Sage, Sailor,
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+52
-52
@@ -1,20 +1,21 @@
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"""Tools for describing a player character."""
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__all__ = ('Character',)
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import re
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import os
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import warnings
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from . import exceptions
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import importlib.util
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import jinja2
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import os
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import re
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import subprocess
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import warnings
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from .stats import Ability, Skill, findattr, ArmorClass, Speed, Initiative
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from .dice import read_dice_str
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from . import (weapons, race, background, spells, armor, monsters,
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exceptions, classes, features, magic_items)
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from .weapons import Weapon
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from .armor import Armor, NoArmor, Shield, NoShield
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import jinja2
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from dungeonsheets import (armor, background, classes, exceptions, features,
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magic_items, monsters, race, spells, weapons)
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from dungeonsheets.armor import Armor, NoArmor, NoShield, Shield
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from dungeonsheets.dice import read_dice_str
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from dungeonsheets.stats import (Ability, ArmorClass, Initiative, Skill, Speed,
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findattr)
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from dungeonsheets.weapons import Weapon
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def read(fname):
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@@ -56,7 +57,7 @@ multiclass_spellslots_by_level = {
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class Character():
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"""A generic player character.
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"""
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# General attirubtes
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name = ""
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@@ -130,7 +131,7 @@ class Character():
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# Features IN MAJOR DEVELOPMENT
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custom_features = list()
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feature_choices = list()
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def __init__(self, **attrs):
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"""Takes a bunch of attrs and passes them to ``set_attrs``"""
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self.clear()
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@@ -172,10 +173,10 @@ class Character():
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self._spells_prepared = list()
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self.custom_features = list()
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self.feature_choices = list()
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def __str__(self):
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return self.name
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def __repr__(self):
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return f"<{self.class_name}: {self.name}>"
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@@ -193,7 +194,7 @@ class Character():
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self.class_list.append(cls(level, owner=self,
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subclass=subclass,
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feature_choices=feature_choices))
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def add_classes(self, classes_list=[], levels=[], subclasses=[],
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feature_choices=[]):
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if isinstance(classes_list, str):
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@@ -218,7 +219,7 @@ class Character():
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params['feature_choices'] = feature_choices
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self.add_class(cls=cls, level=lvl, subclass=sub,
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**params)
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@property
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def race(self):
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return self._race
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@@ -240,7 +241,7 @@ class Character():
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warnings.warn(msg)
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elif newrace is None:
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self._race = race.Race(owner=self)
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@property
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def background(self):
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return self._background
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@@ -280,11 +281,11 @@ class Character():
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@property
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def levels(self):
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return [c.level for c in self.class_list]
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@property
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def subclasses(self):
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return list([c.subclass or '' for c in self.class_list])
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@property
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def level(self):
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return sum(c.level for c in self.class_list)
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@@ -295,7 +296,7 @@ class Character():
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if self.num_classes > 1:
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warnings.warn("Unable to tell which level to set. Updating "
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"level of primary class {:s}".format(self.primary_class.name))
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@property
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def num_classes(self):
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return len(self.class_list)
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@@ -325,7 +326,7 @@ class Character():
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if self.background is not None:
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wp |= set(getattr(self.background, 'weapon_proficiencies', ()))
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return tuple(wp)
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@weapon_proficiencies.setter
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def weapon_proficiencies(self, new_weapons):
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self.other_weapon_proficiencies = tuple(new_weapons)
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@@ -377,7 +378,7 @@ class Character():
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def has_feature(self, feat):
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return any([isinstance(f, feat) for f in self.features])
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@property
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def saving_throw_proficiencies(self):
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if self.primary_class is None:
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@@ -393,7 +394,7 @@ class Character():
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@property
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def spellcasting_classes(self):
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return [c for c in self.class_list if c.is_spellcaster]
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@property
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def is_spellcaster(self):
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return (len(self.spellcasting_classes) > 0)
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@@ -431,7 +432,7 @@ class Character():
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if self.race is not None:
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spells |= set(self.race.spells_known) | set(self.race.spells_prepared)
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return sorted(tuple(spells), key=(lambda x: (x.name)))
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@property
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def spells_prepared(self):
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spells = set(self._spells_prepared)
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@@ -525,16 +526,16 @@ class Character():
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def spell_save_dc(self, class_type):
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ability_mod = getattr(self, class_type.spellcasting_ability).modifier
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return (8 + self.proficiency_bonus + ability_mod)
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def spell_attack_bonus(self, class_type):
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ability_mod = getattr(self, class_type.spellcasting_ability).modifier
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return (self.proficiency_bonus + ability_mod)
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def is_proficient(self, weapon: Weapon):
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"""Is the character proficient with this item?
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Considers class proficiencies and race proficiencies.
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Parameters
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----------
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weapon
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@@ -543,12 +544,12 @@ class Character():
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Returns
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-------
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Boolean: is this character proficient with this weapon?
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"""
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all_proficiencies = self.weapon_proficiencies
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is_proficient = any((isinstance(weapon, W) for W in all_proficiencies))
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return is_proficient
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@property
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def proficiencies_text(self):
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final_text = ""
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@@ -584,7 +585,7 @@ class Character():
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s = '(See Features Page)\n\n--' + s
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s += '\n\n=================\n\n'
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return s
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@property
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def magic_items_text(self):
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s = ', '.join([f.name + ("**" if f.needs_implementation else "")
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@@ -592,16 +593,16 @@ class Character():
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if s:
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s += ', '
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return s
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def wear_armor(self, new_armor):
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"""Accepts a string or Armor class and replaces the current armor.
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If a string is given, then a subclass of
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:py:class:`~dungeonsheets.armor.Armor` is retrived from the
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``armor.py`` file. Otherwise, an subclass of
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:py:class:`~dungeonsheets.armor.Armor` can be provided
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directly.
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"""
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if new_armor not in ('', 'None', None):
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if isinstance(new_armor, armor.Armor):
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@@ -610,16 +611,16 @@ class Character():
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NewArmor = findattr(armor, new_armor)
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new_armor = NewArmor()
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self.armor = new_armor
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def wield_shield(self, shield):
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"""Accepts a string or Shield class and replaces the current armor.
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If a string is given, then a subclass of
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:py:class:`~dungeonsheets.armor.Shield` is retrived from the
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``armor.py`` file. Otherwise, an subclass of
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:py:class:`~dungeonsheets.armor.Shield` can be provided
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directly.
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"""
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if shield not in ('', 'None', None):
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try:
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@@ -628,15 +629,15 @@ class Character():
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# Not a string, so just treat it as Armor
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NewShield = shield
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self.shield = NewShield()
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def wield_weapon(self, weapon):
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"""Accepts a string and adds it to the list of wielded weapons.
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Parameters
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----------
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weapon : str
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Case-insensitive string with a name of the weapon.
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"""
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# Retrieve the weapon class from the weapons module
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if isinstance(weapon, weapons.Weapon):
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@@ -653,11 +654,11 @@ class Character():
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raise AttributeError(f'Weapon "{weapon}" is not defined')
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# Save it to the array
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self.weapons.append(weapon_)
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@property
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def hit_dice(self):
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"""What type and how many dice to use for re-gaining hit points.
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To change, set hit_dice_num and hit_dice_faces."""
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return ' + '.join([f'{c.level}d{c.hit_dice_faces}'
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for c in self.class_list])
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@@ -668,11 +669,11 @@ class Character():
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if self.num_classes > 1:
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warnings.warn("hit_dice_faces is not valid for multiclass characters")
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return self.primary_class.hit_dice_faces
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@hit_dice_faces.setter
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def hit_dice_faces(self, faces):
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self.primary_class.hit_dice_faces = faces
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@property
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def proficiency_bonus(self):
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if self.level < 5:
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@@ -686,7 +687,7 @@ class Character():
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elif 17 <= self.level:
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prof = 6
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return prof
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def can_assume_shape(self, shape: monsters.Monster):
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return hasattr(self, 'Druid') and self.Druid.can_assume_shape(shape)
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@@ -737,24 +738,24 @@ class Character():
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f.write(text)
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def to_pdf(self, filename, **kwargs):
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from .make_sheets import make_sheet
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from dungeonsheets.make_sheets import make_sheet
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if filename.endswith('.pdf'):
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filename = filename.replace('pdf', 'py')
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make_sheet(filename, character=self,
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flatten=kwargs.get('flatten', True))
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def read_character_file(filename):
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"""Create a character object from the given definition file.
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The definition file should be an importable python file, filled
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with variables describing the character.
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Parameters
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----------
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filename : str
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The path to the file that will be imported.
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"""
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# Parse the file name
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dir_, fname = os.path.split(os.path.abspath(filename))
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@@ -792,7 +793,7 @@ class Barbarian(Character):
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attrs['classes'] = ['Barbarian']
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attrs['levels'] = [level]
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super().__init__(**attrs)
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class Bard(Character):
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def __init__(self, level=1, **attrs):
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@@ -869,4 +870,3 @@ class Wizard(Character):
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attrs['classes'] = ['Wizard']
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attrs['levels'] = [level]
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super().__init__(**attrs)
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@@ -2,19 +2,19 @@ __all__ = ('CharClass', 'Barbarian', 'Bard', 'Cleric', 'Druid', 'Fighter',
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'Monk', 'Paladin', 'Ranger', 'Rogue', 'Sorceror', 'Warlock',
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'Wizard', 'RevisedRanger', 'available_classes')
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from .classes import CharClass
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from .barbarian import Barbarian
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from .bard import Bard
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from .cleric import Cleric
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from .druid import Druid
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from .fighter import Fighter
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from .monk import Monk
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from .paladin import Paladin
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from .ranger import (Ranger, RevisedRanger)
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from .rogue import Rogue
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from .sorceror import Sorceror
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from .warlock import Warlock
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from .wizard import Wizard
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from dungeonsheets.classes.barbarian import Barbarian
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from dungeonsheets.classes.bard import Bard
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from dungeonsheets.classes.classes import CharClass
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from dungeonsheets.classes.cleric import Cleric
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from dungeonsheets.classes.druid import Druid
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from dungeonsheets.classes.fighter import Fighter
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from dungeonsheets.classes.monk import Monk
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from dungeonsheets.classes.paladin import Paladin
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from dungeonsheets.classes.ranger import Ranger, RevisedRanger
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from dungeonsheets.classes.rogue import Rogue
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from dungeonsheets.classes.sorceror import Sorceror
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from dungeonsheets.classes.warlock import Warlock
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from dungeonsheets.classes.wizard import Wizard
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available_classes = [Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin,
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Ranger, Rogue, Sorceror, Warlock, Wizard, RevisedRanger]
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@@ -1,7 +1,8 @@
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from .. import (features, weapons)
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from .classes import (CharClass, SubClass)
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from collections import defaultdict
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|
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from dungeonsheets import features, weapons
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from dungeonsheets.classes.classes import CharClass, SubClass
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# PHB
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class BerserkerPath(SubClass):
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@@ -78,7 +79,7 @@ class AncestralGuardianPath(SubClass):
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features_by_level[10] = [features.ConsultTheSpirits]
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features_by_level[14] = [features.VengefulAncestors]
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class StormHeraldPath(SubClass):
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"""All barbarians harbor a fury within. Their rage grants them superior
|
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strength, durability, and speed. Barbarians who follow the Path of the
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||||
@@ -118,7 +119,7 @@ class ZealotPath(SubClass):
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features_by_level[6] = [features.FanaticalFocus]
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features_by_level[10] = [features.ZealousPresence]
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features_by_level[14] = [features.RageBeyondDeath]
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class Barbarian(CharClass):
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name = 'Barbarian'
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@@ -1,7 +1,8 @@
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from .. import (weapons, features)
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from .classes import CharClass, SubClass
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from collections import defaultdict
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|
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from dungeonsheets import features, weapons
|
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from dungeonsheets.classes.classes import CharClass, SubClass
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||||
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# PHB
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class CollegeOfLore(SubClass):
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||||
|
||||
@@ -1,5 +1,6 @@
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from collections import defaultdict
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from ..features import Feature, FeatureSelector
|
||||
|
||||
from dungeonsheets.features import Feature, FeatureSelector
|
||||
|
||||
|
||||
class CharClass():
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||||
@@ -58,8 +59,8 @@ class CharClass():
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||||
def select_subclass(self, subclass_str):
|
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"""
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||||
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)
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||||
self.spells_known.extend([S() for S in subcls.spells_known])
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||||
self.spells_prepared.extend([S() for S in subcls.spells_prepared])
|
||||
|
||||
|
||||
@property
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||||
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))
|
||||
|
||||
|
||||
@@ -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),
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
from .. import (weapons, features, spells)
|
||||
from collections import defaultdict
|
||||
|
||||
from dungeonsheets import features, spells, weapons
|
||||
|
||||
# Custom Classes
|
||||
|
||||
@@ -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)
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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)
|
||||
|
||||
|
||||
@@ -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):
|
||||
|
||||
@@ -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):
|
||||
|
||||
@@ -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):
|
||||
|
||||
@@ -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),
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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 *
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
from .features import Feature
|
||||
from dungeonsheets.features.features import Feature
|
||||
|
||||
|
||||
class ShelterOfTheFaithful(Feature):
|
||||
|
||||
@@ -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)"
|
||||
|
||||
|
||||
@@ -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):
|
||||
|
||||
@@ -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)"
|
||||
|
||||
@@ -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)"
|
||||
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
from .features import Feature
|
||||
from dungeonsheets.features.features import Feature
|
||||
|
||||
|
||||
# PHB
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)"
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)"
|
||||
|
||||
|
||||
@@ -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)"
|
||||
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
|
||||
@@ -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
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 *
|
||||
|
||||
@@ -1,4 +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
@@ -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"
|
||||
|
||||
+600
-600
File diff suppressed because it is too large
Load Diff
@@ -1,4 +1,4 @@
|
||||
from .spells import Spell
|
||||
from dungeonsheets.spells.spells import Spell
|
||||
|
||||
|
||||
class DancingLights(Spell):
|
||||
|
||||
+204
-204
@@ -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
@@ -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
|
||||
|
||||
@@ -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
@@ -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
@@ -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
|
||||
doesn‘t 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
|
||||
doesn‘t 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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
@@ -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"
|
||||
|
||||
+431
-431
File diff suppressed because it is too large
Load Diff
@@ -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"
|
||||
|
||||
@@ -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
@@ -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 fallit 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 fallit 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 wallup to 90
|
||||
feet long, 30 feet high, and 1 inch thickcentered 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 wallup to 90
|
||||
feet long, 30 feet high, and 1 inch thickcentered 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 @@
|
||||
from .spells import Spell
|
||||
from dungeonsheets.spells.spells import Spell
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
from .spells import Spell
|
||||
from dungeonsheets.spells.spells import Spell
|
||||
|
||||
|
||||
class TashasHideousLaughter(Spell):
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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 @@
|
||||
from .spells import Spell
|
||||
from dungeonsheets.spells.spells import Spell
|
||||
|
||||
@@ -1 +1 @@
|
||||
from .spells import Spell
|
||||
from dungeonsheets.spells.spells import Spell
|
||||
|
||||
@@ -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
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user