Added some monsters and spells.

This commit is contained in:
Mark Wolfman
2022-01-08 15:15:46 -06:00
parent 7934043775
commit 9225df8002
3 changed files with 181 additions and 18 deletions
+104
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@@ -89,7 +89,111 @@ class CloakOfProtection(MagicItem):
rarity = "Uncommon" rarity = "Uncommon"
class DeckOfIllusions(MagicItem):
"""This box contains a set of Parchment cards. A full deck has 34
cards. A deck found as Treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random
(you can use an altered deck of playing cards to simulate the
deck). You can use an action to draw a card at random from the
deck and throw it to the ground at a point within 30 feet of you.
An Illusion of one or more Creatures forms over the Thrown card
and remains until dispelled. An illusory creature appears real, of
the appropriate size, and behaves as if it were a real creature
(as presented in the Monster Manual), except that it can do no
harm. While you are within 120 feet of the illusory creature and
can see it, you can use an action to move it magically anywhere
within 30 feet of its card. Any physical interaction with the
illusory creature reveals it to be an Illusion, because Objects
pass through it. Someone who uses an action to visually inspect
the creature identifies it as illusory with a successful DC 15
Intelligence (Investigation) check. The creature then appears
translucent.
The Illusion lasts until its card is moved or the Illusion is
dispelled. When the Illusion ends, the image on its card
disappears, and that card can't be used again.
+-------------------+----------------------------------+
| Playing Card | Illusion |
+===================+==================================+
| Ace of hearts | Red Dragon |
+-------------------+----------------------------------+
| King of hearts | Knight and four guards |
+-------------------+----------------------------------+
| Queen of hearts | Succubus or Incubus |
+-------------------+----------------------------------+
| Jack of hearts | Druid |
+-------------------+----------------------------------+
| Ten of hearts | Cloud Giant |
+-------------------+----------------------------------+
| Nine of hearts | Ettin |
+-------------------+----------------------------------+
| Eight of hearts | Bugbear |
+-------------------+----------------------------------+
| Two of hearts | Goblin |
+-------------------+----------------------------------+
| Ace of diamonds | Beholder |
+-------------------+----------------------------------+
| King of diamonds | Archmage and mage Apprentice |
+-------------------+----------------------------------+
| Queen of diamonds | Night Hag |
+-------------------+----------------------------------+
| Jack of diamonds | Assassin |
+-------------------+----------------------------------+
| Ten of diamonds | Fire giant |
+-------------------+----------------------------------+
| Nine of diamonds | Ogre mage |
+-------------------+----------------------------------+
| Eight of diamonds | Gnoll |
+-------------------+----------------------------------+
| Two of diamonds | Kobold |
+-------------------+----------------------------------+
| Ace of spades | Lich |
+-------------------+----------------------------------+
| King of spades | Priest and two acolytes |
+-------------------+----------------------------------+
| Queen of spades | Medusa |
+-------------------+----------------------------------+
| Jack of spades | Veteran |
+-------------------+----------------------------------+
| Ten of spades | Frost Giant |
+-------------------+----------------------------------+
| Nine of spades | Troll |
+-------------------+----------------------------------+
| Eight of spades | Hobgoblin |
+-------------------+----------------------------------+
| Two of spades | Goblin |
+-------------------+----------------------------------+
| Ace of clubs | Iron Golem |
+-------------------+----------------------------------+
| King of clubs | Bandit Captain and three bandits |
+-------------------+----------------------------------+
| Queen of clubs | Erinyes |
+-------------------+----------------------------------+
| Jack of clubs | Berserker |
+-------------------+----------------------------------+
| Ten of clubs | Hill giant |
+-------------------+----------------------------------+
| Nine of clubs | Ogre |
+-------------------+----------------------------------+
| Eight of clubs | Orc |
+-------------------+----------------------------------+
| Two of clubs | Kobold |
+-------------------+----------------------------------+
| Jokers (2) | You (the deck's owner) |
+-------------------+----------------------------------+
"""
name = "Deck of Illusions"
requires_attunement = False
rarity = "Uncommon"
item_type = "Adventuring gear (wondrous item)"
class RingOfProtection(MagicItem): class RingOfProtection(MagicItem):
"""You gain a +1 bonus to AC and Saving Throws while wearing this """You gain a +1 bonus to AC and Saving Throws while wearing this
ring. ring.
+54
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@@ -354,7 +354,61 @@ class Hippogriff(Monster):
spells = [] spells = []
class HobgoblinCaptain(Monster):
"""Martial Advantage.
Once per turn, the hobgoblin can deal an extra 10 (3d6) damage
to a creature it hits with a weapon attack if that creature is
within 5 feet of an ally of the hobgoblin that isn't
incapacitated.
# Actions
Multiattack.
The hobgoblin makes two greatsword attacks.
Greatsword
*Melee Weapon Attack:* +4 to hit, reach 5 ft., one
target. *Hit*: 9 (2d6 + 2) piercing damage.
Javelin.
*Melee or Ranged Weapon Attach: +4 to hit, reach 5 ft. or range
30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
Leadership (Recharges after a Short or Long Rest).
For 1 minutes, the hobgoblin can utter a special command or
warning whenever a nonhostile creature that it can see within 30
feet of it makes an attack roll or a saving throw. The creature
can add a d4 to its roll provided it can hear and understand the
hobgoblin. A creature can benefit from only one Leadership die
at a time. This effect ends if the hobgoblin is incapacitated.
"""
name = "Hobgoblin Captain"
description = "Medium humanoid (goblinoid), lawful evil"
challenge_rating = 3
armor_class = 17
skills = ''
senses = 'darkvision 60 ft., Passive Perception 10'
languages = 'Common, Goblin'
strength = Ability(15)
dexterity = Ability(14)
constitution = Ability(14)
intelligence = Ability(12)
wisdom = Ability(10)
charisma = Ability(13)
speed = 30
swim_speed = 0
fly_speed = 0
climb_speed = 0
burrow_speed = 0
hp_max = 39
hit_dice = '6d8 + 12'
condition_immunities = ''
damage_immunities = ''
damage_resistances = ''
damage_vulnerabilities = ''
spells = []
class Hobgoblin(Monster): class Hobgoblin(Monster):
""" """
Martial Advantage. Martial Advantage.
+23 -18
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@@ -803,24 +803,29 @@ class Slow(Spell):
class Snare(Spell): class Snare(Spell):
"""As you cast this spell, you use the rope to create a circle with a 5-foot radius """As you cast this spell, you use the rope to create a circle with a
on the ground or the floor. When you finish casting, the rope disappears and 5-foot radius on the ground or the floor. When you finish casting,
the circle becomes a magic trap. the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a
successful Intelligence (Investigation) check against your spell save DC to be This trap is nearly invisible, requiring a successful Intelligence
discerned. (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto
the ground or the floor in the spell's radius. That creature must succeed on a The trap triggers when a Small, Medium, or Large creature moves
Dexterity saving throw or be magically hoisted into the air, leaving it hanging onto the ground or the floor in the spell's radius. That creature
upside down 3 feet above the ground or the floor. The creature is restrained must succeed on a Dexterity saving throw or be magically hoisted
there until the spell ends. into the air, leaving it hanging upside down 3 feet above the
A restrained creature can make a Dexterity saving ground or the floor. The creature is restrained there until the
throw at the end of each of its turns, ending the effect on itself on a success. spell ends.
Alternatively, the creature or someone else who can reach it can use an action
to make an Intelligence (Arcana) check against your spell save DC. On a success, A restrained creature can make a Dexterity saving throw at the end
the restrained effect ends. of each of its turns, ending the effect on itself on a success.
After the trap is triggered, the spell ends when no Alternatively, the creature or someone else who can reach it can
creature is restrained by it. use an action to make an Intelligence (Arcana) check against your
spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is
restrained by it.
""" """
name = "Snare" name = "Snare"