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