diff --git a/dungeonsheets/classes/druid.py b/dungeonsheets/classes/druid.py index c55fc71..6b660e0 100644 --- a/dungeonsheets/classes/druid.py +++ b/dungeonsheets/classes/druid.py @@ -34,7 +34,7 @@ class MoonCircle(SubClass): haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. - + Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing @@ -99,6 +99,33 @@ class ShepherdCircle(SubClass): features_by_level[14] = [features.FaithfulSummons] +#GGTR +class SporesCircle(SubClass): + """Druids of the Circle of Spores find beauty in decay. They see within + mold and other fungi the ability to transform lifeless material into + abundant, ableit somewhat strange, life. + + These druids believe that life and death are parts of a grand cycle, with + one leading to the other and then back again. Death isn't the end of life, + but instead a change of state that sees life shift into a new form. + + Druids of this circle have a complex relationship with the undead. Unlike + most other druids, they see nothing inherently wrong with undeath, which + they consider to be a companion to life and death. But these druids believe + that the natural cycle is heathiest when each segment of it is vibrant and + changing. Undead that seek to replace all life with undeath, or that try to + avoid passing to a final rest, violate the cycle and must be thwarted. + """ + + name = "Circle of Spores" + circle = "spores" + features_by_level = defaultdict(list) + features_by_level[2] = [features.CircleSpells, features.HaloOfSpores, features.SymbioticEntity] + features_by_level[6] = [features.FungalInfestation] + features_by_level[10] = [features.SpreadingSpores] + features_by_level[14] = [features.FungalBody] + + class Druid(CharClass): name = 'Druid' _wild_shapes = () @@ -129,7 +156,7 @@ class Druid(CharClass): features_by_level[18] = [features.TimelessBody, features.BeastSpells] features_by_level[20] = [features.Archdruid] subclasses_available = (LandCircle, MoonCircle, DreamsCircle, - ShepherdCircle) + ShepherdCircle, SporesCircle) spellcasting_ability = 'wisdom' spell_slots_by_level = { 1: (2, 2, 0, 0, 0, 0, 0, 0, 0, 0), @@ -181,7 +208,7 @@ class Druid(CharClass): def all_wild_shapes(self): """Return all wild shapes, regardless of validity.""" return self._wild_shapes - + @property def wild_shapes(self): """Return a list of valid wild shapes for this Druid.""" @@ -191,7 +218,7 @@ class Druid(CharClass): if self.can_assume_shape(shape): valid_shapes.append(shape) return valid_shapes - + @wild_shapes.setter def wild_shapes(self, new_shapes): actual_shapes = [] @@ -211,23 +238,23 @@ class Druid(CharClass): actual_shapes.append(new_shape) # Save the updated list for later self._wild_shapes = actual_shapes - + def can_assume_shape(self, shape: monsters.Monster)-> bool: """Determine if a given shape meets the requirements for transforming. - + See Pg 66 of player's handbook. - + Parameters ========== shape A monster that the Druid wishes to transform into. - + Returns ======= can_assume True if the monster meets the C/R, swim and flying speed restrictions. - + """ # Determine acceptable states based on druid level if self.level < 2: @@ -258,11 +285,11 @@ class Druid(CharClass): valid_fly = (max_fly is None or shape.fly_speed <= max_fly) can_assume = shape.is_beast and valid_cr and valid_swim and valid_fly return can_assume - + @property def spells(self): return tuple(S() for S in self.spells_prepared) - + @spells.setter def spells(self, val): if len(val) > 0: diff --git a/dungeonsheets/features/druid.py b/dungeonsheets/features/druid.py index 359a1d0..c892232 100644 --- a/dungeonsheets/features/druid.py +++ b/dungeonsheets/features/druid.py @@ -13,7 +13,7 @@ class WildShape(Feature): flying or swimming speed. 2nd Level: Max CR 1/4, No Flying/Swimming (ex: Wolf) - + 4th Level: Max CR 1/2, No Flying (ex: Crocodile) 8th Level: Max CR 1 (ex: Giant Eagle) @@ -92,7 +92,7 @@ class BeastSpells(Feature): name = "Beast Spells" source = "Druid" - + class Archdruid(Feature): """At 20th level, you can use your Wild Shape an unlimited number of times. @@ -167,7 +167,7 @@ class _CircleSpells(Feature): self.spells_known.extend(sps) self.spells_prepared.extend(sps) super().__init__(owner=owner) - + class ArcticSpells(_CircleSpells): """Your mystical connection to the land infuses you with the ability to cast @@ -281,6 +281,22 @@ class UnderdarkSpells(_CircleSpells): 9: [spells.Cloudkill, spells.InsectPlague]} +class SporesSpells(_CircleSpells): + """Your symbiotic link do fungus and your ability to tap into the cycle of + life and death grants you access to certain spells. + + These spells are included in your Spell Sheet. + + """ + + _name = 'Spores' + _spells = {2: [spells.ChillTouch], + 3: [spells.BlindnessDeafness, spells.GentleRepose], + 5: [spells.AnimateDead, spells.GaseousForm], + 7: [spells.Blight, spells.Confusion], + 9: [spells.Cloudkill, spells.Contagion]} + + class CircleSpells(FeatureSelector, _CircleSpells): """ Select a land where you became a druid in feature_choices in your .py file: @@ -300,7 +316,9 @@ class CircleSpells(FeatureSelector, _CircleSpells): swamp underdark - + + spores + """ options = {'arctic': ArcticSpells, 'coast': CoastSpells, @@ -309,9 +327,10 @@ class CircleSpells(FeatureSelector, _CircleSpells): 'grassland': GrasslandSpells, 'mountain': MountainSpells, 'swamp': SwampSpells, - 'underdark': UnderdarkSpells} + 'underdark': UnderdarkSpells, + 'spores': SporesSpells} name = "Circle Spells (Select One)" - source = "Druid (Circle of the Land)" + source = "Druid (Circle of the Land/Spores)" class LandsStride(Feature): @@ -456,7 +475,7 @@ class HiddenPaths(Feature): fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. - + Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), @@ -466,7 +485,7 @@ class HiddenPaths(Feature): name = "Hidden Paths" source = "Druid (Circle of the Moon)" - + class WalkerInDreams(Feature): """At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, @@ -545,12 +564,14 @@ class MightySummoner(Feature): than normal. Any beast or fey summoned or created by a spell that you cast gains the. following benefits: - • The creature appears with more hit points than normal: 2 extra hit - points per Hit Die it has. - - • The damage from its natural weapons is considered magical for the - purpose of overcoming immunity and resistance to nonmagical attacks and - damage. + - The creature appears with more hit points than normal: 2 extra hit + + - The creature appears with more hit points than normal: 2 extra hit + points per Hit Die it has. + + - The damage from its natural weapons is considered magical for the + purpose of overcoming immunity and resistance to nonmagical attacks and + damage. """ name = "Mighty Summoner" @@ -558,10 +579,11 @@ class MightySummoner(Feature): class GuardianSpirit(Feature): - """Beginning at 10th level, your Spirit Totem safeguards the beasts and fey - that you call forth with your magic. When a beast or fey that you summoned - or created with a spell ends its turn in your Spirit Totem aura, that crea- - ture regains a number of hit points equal to halfyour druid level. + """Beginning at 10th level, your Spirit Totem safeguards the beasts + and fey that you call forth with your magic. When a beast or fey + that you summoned or created with a spell ends its turn in your + Spirit Totem aura, that creature regains a number of hit points + equal to half your druid level. """ name = "Guardian Spirit" @@ -569,19 +591,108 @@ class GuardianSpirit(Feature): class FaithfulSummons(Feature): - """Starting at 14th level, the nature spirits you commune with protect you - when you are the most defenseless. Ifyou are reduced to 0 hit points or are - incapacitated against your will, you can immediately gain the benefits of - conjure animals as if it were cast using a 9th-level spell slot. It summons - four beasts of your choice that are challenge rating 2 or lower. The - conjured beasts appear within 20 feet of you. If they receive no commands - from you, they protect you from harm and attack your foes. The spell lasts - for 1 hour, requiring no concentration, or until you dismiss it (no action - required). Once you use this feature, you can't use it again until you - finish a long rest + """Starting at 14th level, the nature spirits you commune with protect + you when you are the most defenseless. Ifyou are reduced to 0 hit + points or are incapacitated against your will, you can immediately + gain the benefits of conjure animals as if it were cast using a + 9th-level spell slot. It summons four beasts of your choice that + are challenge rating 2 or lower. The conjured beasts appear within + 20 feet of you. If they receive no commands from you, they protect + you from harm and attack your foes. The spell lasts for 1 hour, + requiring no concentration, or until you dismiss it (no action + required). Once you use this feature, you can't use it again until + you finish a long rest """ name = "Faithful Summons" source = "Druid (Circle of the Shepherd)" +#Circle of Spores +class HaloOfSpores(Feature): + """Starting at 2nd level, you are surrounded by invisible, necrotic spores + that are harmless until you unleash them on a creature nearby. When a + creature you can see moves into a space within 10 feet of you or starts its + turn there, you can use your reaction to deal 1d4 necrotic damage to that + creature unless it succeeds on a Constitution saving throw against your + spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at + 10th level, and 1d10 at 14th level + + """ + name = "Halo of Spores" + source = "Druid (Cirlce of Spores)" + + +class SymbioticEntity(Feature): + """At 2nd level, you gain the ability to channel magic into your spores. As + an action, you can expend a use of your Wild Shape feature to awaken those + spores, rather than transforming into a beast form, and you gain 4 + temporary hit points for each level you have in this class. While this + feature is active, you gain the following benefits: + + -- When you deal your Halo of Spores damage, roll the damage die a second + time and add it to the total. + + -- Your melee weapon attacks deal an extra 1d6 poison damage to any target + they hit. + + These benefits last for 10 minutes, until you lose all these temporary hit + points, or until you use your Wild Shape again. + + """ + name = "Symbiotic Entity" + source = "Druid (Circle of Spores)" + + +class FungalInfestation(Feature): + """At 6th level, your spores gain the ability to infest a corpse and + animate it. If a beast or a humanoid that ist Small or Medium dies within + 10 feet of you, you can use your reaction to animate it, causing it to + stand up immediately with 1 hit point. The creature uses the zombie stat + block in the _Monster Manual_. It remains animate for 1 hour, after which + time it collapses and dies. + + In combat, the zombie's turn comes immediately after yours. It obeys your + mental commands, and the only action it can take is the Attack action, + making one melee attack. + + You can use this feature a number of times equal to your Wisdom modifier + (minimum of once), and you regain all expended uses of it when you finish a + long rest. + + """ + name = "Fungal Infestation" + source = "Druid (Circle of Spores)" + + +class SpreadingSpores(Feature): + """At 10th level, you gain the ability to seed an area with deadly spores. + As a bonus action while your Symbiotic Entity feature is active, you can + hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 + minute. The spores disappear early if you use this feature again, if you + dismiss them as a bonus action, or if your Symbiotic Entity feature is no + longer active. + + Whenever a creature moves into the cube or starts its turn there, that + creature takes your Halo of Spores damage, unless the creature succeeds on + a Constitution saving throw against your spell save DC. A creature can take + this damage nbo mre than once per turn. + + While the cube of sproes persists, you can't use your Halo of Spores + reaction. + + """ + name = "Spreading Spores" + source = "Druid (Circle of Spores)" + + +class FungalBody(Feature): + """At 14th level, the fungal spores in your body alter you: you can't be + blinded, deafened, frightened, or poisoned, and any critical hit against + you counts as a normal hit instead, unless you're incapacitated. + + """ + name = "Fungal Body" + source = "Druid (Circle of Spores)" + + diff --git a/dungeonsheets/features/races.py b/dungeonsheets/features/races.py index d505d1a..d66d700 100644 --- a/dungeonsheets/features/races.py +++ b/dungeonsheets/features/races.py @@ -32,7 +32,7 @@ class PowerfulBuild(Feature): name = "Powerful Build" source = "Race" - + class Amphibious(Feature): """ You can breath air and water @@ -41,7 +41,7 @@ class Amphibious(Feature): name = "Amphibious" source = "Race" - + # Dwarves class DwarvenResilience(Feature): """You have advantage on saving throws against poison, and you have resistance @@ -62,7 +62,7 @@ class Stonecunning(Feature): name = "Stonecunning" source = "Race (Dwarf)" - + class DwarvenToughness(Feature): """ Your hit point maximum @@ -73,7 +73,7 @@ class DwarvenToughness(Feature): source = "Race (Hill Dwarf)" needs_implementation = True - + # Elves class FeyAncestry(Feature): """You have advantage on saving throws against being charmed, and magic can't @@ -163,7 +163,7 @@ class HalflingNimbleness(Feature): name = "Halfling Nimbleness" source = "Race (Halfling)" - + class NaturallyStealthy(Feature): """You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. @@ -283,7 +283,7 @@ class ArtificersLore(Feature): name = "Artificer's Lore" source = "Race (Rock Gnome)" - + class Tinker(Feature): """You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a @@ -316,8 +316,28 @@ class StoneCamouflage(Feature): source = "Race (Deep Gnome)" +# Goblins +class FuryOfTheSmall(Feature): + """ + When you damage a creature with an attack or a spell and the creature's + size is larger than yours, you can cause the attack or spell to deal extra + damage to the creature. The extra damage equals your level. Once you use + this trait, you can't use it again until you finish a short or long rest. + """ + name = "Fury of the Small" + source = "Race (Goblin)" + + +class NimbleEscape(Feature): + """ + You can take the Disengage or Hide action as a bonus action on each of your + turns. + """ + name = "Nimble Escape" + source = "Race (Goblin)" + # Half-Elves - + # Half-Orcs class RelentlessEndurance(Feature): """When you are reduced to 0 hit points but not killed outright, you can drop @@ -353,7 +373,7 @@ class InfernalLegacy(Feature): the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells. - + """ name = "Infernal Legacy" source = "Race (Tiefling)" @@ -422,7 +442,7 @@ class RadiantConsumption(Feature): Once you use this trait, you can't use it again until you finish a long rest. - + """ name = "Radiant Consumption" source = "Race (Scourge Aasimar)" @@ -519,7 +539,7 @@ class ExpertForgery(Feature): name = "Expert Forgery" source = "Race (Kenku)" - + class Mimicry(Feature): """You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful @@ -529,7 +549,7 @@ class Mimicry(Feature): name = "Mimicry" source = "Race (Kenku)" - + # Lizardfolk class CunningArtisan(Feature): """As part of a short rest, you can harvest bone and hide from a slain @@ -695,7 +715,7 @@ class ReachToTheBlaze(Feature): class AcidResistance(Feature): """ You have resistance to acid damage. - + """ name = "Acid Resistance" source = "Race (Water Genasi)" diff --git a/dungeonsheets/race.py b/dungeonsheets/race.py index 8457bbc..fa799f3 100644 --- a/dungeonsheets/race.py +++ b/dungeonsheets/race.py @@ -39,10 +39,10 @@ class Race(): @property def spells_prepared(self): return self.spells_known - + def __str__(self): return self.name - + def __repr__(self): return "\"{:s}\"".format(self.name) @@ -129,7 +129,7 @@ class LightfootHalfling(_Halfling): name = "Lightfoot Halfling" charisma_bonus = 1 features = _Halfling.features + (feats.NaturallyStealthy,) - + class StoutHalfling(_Halfling): name = "Stout Halfling" @@ -183,7 +183,7 @@ class ForestGnome(_Gnome): features = _Gnome.features + (feats.NaturalIllusionist, feats.SpeakWithSmallBeasts) spells_known = (spells.MinorIllusion,) - + class RockGnome(_Gnome): name = "Rock Gnome" @@ -252,7 +252,7 @@ class _Aasimar(Race): feats.HealingHands, feats.LightBearer) spells_known = (spells.Light,) - + # Protector Aasimar class ProtectorAasimar(_Aasimar): name = "Protector Aasimar" @@ -397,7 +397,7 @@ class AirGenasi(_Genasi): features = (feats.UnendingBreath, feats.MingleWithTheWind) - + class EarthGenasi(_Genasi): name = "Earth Genasi" strength_bonus = 1 @@ -493,6 +493,16 @@ class PureBlood(Race): languages = ("Common", "Abyssal", "Draconic") +class Goblin(Race): + name = "Goblin" + size = "small" + dexterity_bonus = 2 + constitution_bonus = 1 + speed = 30 + languages = ("Common", "Goblin") + features = (feats.Darkvision, feats.FuryOfTheSmall, feats.NimbleEscape) + + PHB_races = [HillDwarf, MountainDwarf, HighElf, WoodElf, DarkElf, LightfootHalfling, StoutHalfling, Rashemi, Dragonborn, ForestGnome, RockGnome, HalfElf, HalfOrc, Tiefling] @@ -507,7 +517,10 @@ MONSTER_races = [BugBear, Goblin, HobGoblin, Kobold, Orc, PureBlood] RFTLW_races = [Kalashtar] -available_races = PHB_races + VOLO_races + EE_races + MONSTER_races + RFTLW_races +# Guildmaster's Guide to Ravnica +GGTR_races = [Goblin] + +available_races = PHB_races + VOLO_races + EE_races + MONSTER_races + RFTLW_races + GGTR_races __all__ = tuple([r.name for r in available_races]) + ( - 'available_races', 'PHB_races', 'VOLO_races', 'EE_races', 'MONSTER_races', 'RFTLW_races') + 'available_races', 'PHB_races', 'VOLO_races', 'EE_races', 'MONSTER_races', 'RFTLW_races', 'GGTR_races') diff --git a/dungeonsheets/spells/spells_g.py b/dungeonsheets/spells/spells_g.py index 2590f87..0f51937 100644 --- a/dungeonsheets/spells/spells_g.py +++ b/dungeonsheets/spells/spells_g.py @@ -6,19 +6,21 @@ class GaseousForm(Spell): 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 damage, and it has advantage on Strength, Dexterity, - and Constitution saving throws. The target can pass through small holes, narrow - openings, and even mere cracks, though it treats 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 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 + damage, and it has advantage on Strength, Dexterity, and + Constitution saving throws. The target can pass through small + holes, narrow openings, and even mere cracks, though it treats + 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 can't - attack or cast spells. + 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 + can't attack or cast spells. + """ name = "Gaseous Form" level = 3 @@ -33,27 +35,31 @@ class GaseousForm(Spell): class Gate(Spell): - """You conjure a portal linking an unoccupied space you can see within range to a - precise location on a different plane of existence. The 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. + """You conjure a portal linking an unoccupied space you can see within + range to a precise location on a different plane of existence. The + 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. + 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. + 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 opens in the named creature's immediate vicinity and - draws the creature through it to the nearest unoccupied space on your side of - the portal. You gain no special power over the creature, and it is free to act - as the Dm deems appropriate. It might leave, attack you, or help you. + 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 + opens in the named creature's immediate vicinity and draws the + creature through it to the nearest unoccupied space on your side + of the portal. You gain no special power over the creature, and it + is free to act as the Dm deems appropriate. It might leave, attack + you, or help you. + """ name = "Gate" level = 9 @@ -68,26 +74,28 @@ class Gate(Spell): 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 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. - 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. + 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. - 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 ended by one - of the spells mentioned above. + 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 + ended by one of the spells mentioned above. + """ name = "Geas" level = 5 @@ -105,9 +113,11 @@ class GentleRepose(Spell): """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 dead. + 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 + dead. + """ name = "Gentle Repose" level = 2 @@ -122,21 +132,21 @@ class GentleRepose(Spell): class GiantInsect(Spell): - """You transform up to ten centipedes, three spiders, five wasps, or one scorpion - within range into giant versions of their natural forms for the duration. A - centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp + """You transform up to ten centipedes, three spiders, five wasps, or one scorpion + within range into giant versions of their natural forms for the duration. A + centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. - - Each creature + + Each creature obeys your verbal commands, and in combat, they act on your turn each round. The - DM has the statistics for these creatures and resolves their actions and + DM has the statistics for these creatures and resolves their actions and movement. - + A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. - - The - DM might allow you to choose different targets. For example, if you transform a + + The + DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. """ name = "Giant Insect" @@ -153,7 +163,7 @@ class GiantInsect(Spell): class Glibness(Spell): """Until the spell ends, when you make a Charisma check, you can replace the number - you roll with a 15. Additionally, no matter what you say, magic that would + you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. """ name = "Glibness" @@ -169,19 +179,20 @@ 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. + """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. + 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. + **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. + """ name = "Globe Of Invulnerability" level = 6 @@ -196,59 +207,68 @@ class GlobeOfInvulnerability(Spell): class GlyphOfWarding(Spell): - """When you cast this spell, you inscribe a glyph that harms other 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. + """When you cast this spell, you inscribe a glyph that harms other + 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. - The glyph is nearly invisible and requires a successful Intelligence - (Investigation) check against your spell save DC to be found. + 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. - 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 covering the glyph, approaching within a certain distance of the - glyph, or manipulating the object on which the glyph is inscribed. For glyphs - inscribed within an object, the most common 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. + The glyph is nearly invisible and requires a successful + Intelligence (Investigation) check against your spell save DC to + be found. - 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. + 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 + covering the glyph, approaching within a certain distance of the + glyph, or manipulating the object on which the glyph is + inscribed. For glyphs inscribed within an object, the most common + 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. - When you inscribe the glyph, - choose explosive runes or a spell glyph. + 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. - Explosive Runes - When triggered, the - glyph erupts with magical energy in a 20-foot-radius sphere centered on the - glyph. The sphere spreads around corners. Each creature in the area must make a - Dexterity 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. + When you inscribe the glyph, choose explosive runes or a spell + glyph. - 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 a single creature or an area. The - spell being stored has no immediate effect when cast in this way. When the glyph - is triggered, the stored spell is cast. If the spell has a target, it targets - the creature that triggered the glyph. If the spell affects an area, the area is - centered on that creature. If the spell summons hostile creatures or creates - harmful objects or 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. + **Explosive Runes** + When triggered, the glyph erupts with magical energy in a + 20-foot-radius sphere centered on the glyph. The sphere spreads + around corners. Each creature in the area must make a Dexterity + 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. - At Higher Levels: + **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 + a single creature or an area. The spell being stored has no + immediate effect when cast in this way. When the glyph is + triggered, the stored spell is cast. If the spell has a target, it + targets the creature that triggered the glyph. If the spell + affects an area, the area is centered on that creature. If the + spell summons hostile creatures or creates harmful objects or + 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 + spell glyph, you can store any spell of up to the same level as + the slot you use for the glyph of warding. + """ name = "Glyph Of Warding" level = 3 @@ -263,11 +283,11 @@ class GlyphOfWarding(Spell): class Goodberry(Spell): - """Up to ten berries appear in your hand and are infused with magic for the - duration. A creature can use its action to eat one berry. Eating a berry - restores 1 hit point, and the berry provides enough nourishment to sustain a + """Up to ten berries appear in your hand and are infused with magic for the + duration. A creature can use its action to eat one berry. Eating a berry + restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. - The berries lose their potency if they have not been + The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. """ name = "Goodberry" @@ -283,13 +303,13 @@ class Goodberry(Spell): class GraspingVine(Spell): - """You conjure a vine that sprouts from the ground in an unoccupied space of your - choice that you can see within range. When you cast this spell, you can direct - the vine to lash out at a creature within 30 feet of it that you can see. That - creature must succeed on a Dexterity saving throw or be pulled 20 feet directly + """You conjure a vine that sprouts from the ground in an unoccupied space of your + choice that you can see within range. When you cast this spell, you can direct + the vine to lash out at a creature within 30 feet of it that you can see. That + creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. - - Until the spell ends, you can direct the vine to lash out at + + Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. """ name = "Grasping Vine" @@ -305,11 +325,11 @@ class GraspingVine(Spell): class Grease(Spell): - """Slick grease covers the ground in a 10-foot square centered on a point within + """Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. - - When the grease - appears, each creature standing in its area must succeed on a Dexterity saving + + When the grease + appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. """ @@ -326,9 +346,10 @@ class Grease(Spell): class GreaterInvisibility(Spell): - """You or 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. + """You or 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. + """ name = "Greater Invisibility" level = 4 @@ -343,16 +364,15 @@ class GreaterInvisibility(Spell): 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 reducing the - target's hit point maximum + """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 reducing the target's hit point maximum + """ name = "Greater Restoration" level = 5 @@ -368,16 +388,16 @@ class GreaterRestoration(Spell): class GreenFlameBlade(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 - fails. On a hit, the target suffers the attack's normal effects, and green fire - leaps from the target to a different creature of your choice that you can see - within 5 feet of it. The second creature takes fire damage equal to your - spellcasting ability modifier. This spell's damage increases when you reach + 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 green fire + leaps from the target to a different creature of your choice that you can see + within 5 feet of it. The second creature takes fire damage equal to your + spellcasting ability modifier. This spell's damage increases when you reach higher levels. - - At Higher Levels: At 5th level, the melee attack deals an extra - 1d8 fire damage to the target, and the fire damage to the second creature - increases to 1d8 + your spellcasting ability modifier. Both damage rolls + + At Higher Levels: At 5th level, the melee attack deals an extra + 1d8 fire damage to the target, and the fire damage to the second creature + increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. """ name = "Green-Flame Blade" @@ -393,15 +413,15 @@ class GreenFlameBlade(Spell): class GuardianOfFaith(Spell): - """A Large spectral guardian appears and hovers for the duration in an unoccupied - space of your choice that you can see within range. The guardian occupies that - space and is indistinct except for a gleaming sword and shield emblazoned with + """A Large spectral guardian appears and hovers for the duration in an unoccupied + space of your choice that you can see within range. The guardian occupies that + space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. - - Any creature hostile to you that moves to a space - within 10 feet of the guardian for the firs time on a turn must succeed on a - Dexterity saving throw. The creature takes 20 radiant damage on a failed save, - or half as much damage on a successful one. The guardian vanishes when it has + + Any creature hostile to you that moves to a space + within 10 feet of the guardian for the firs time on a turn must succeed on a + Dexterity saving throw. The creature takes 20 radiant damage on a failed save, + or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. """ name = "Guardian Of Faith" @@ -417,28 +437,29 @@ class GuardianOfFaith(Spell): class GuardianOfNature(Spell): - """A nature spirit answers your call and transforms you into a 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: + """A nature spirit answers your call and transforms you into a + 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 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. - - While you are on the ground, the ground within 15 feet - of you is difficult terrain for your enemies. + - 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. + - While you are on the ground, the ground within 15 feet of you is + difficult terrain for your enemies. + """ name = "Guardian Of Nature" level = 4 @@ -453,70 +474,70 @@ class GuardianOfNature(Spell): class GuardsAndWards(Spell): - """You create a ward that protects up to 2,500 square feet of floor space (an area - 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). - The warded area can be up to 20 feet 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. + """You create a ward that protects up to 2,500 square feet of floor + space (an area 50 feet square, or one hundred 5-foot squares or + twenty-five 10-foot squares). The warded area can be up to 20 feet + 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. + 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. + 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. + 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. + 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. + 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. - 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. + - 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. + 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. + """ name = "Guards And Wards" level = 6 casting_time = "10 minutes" casting_range = "Touch" components = ('V', 'S', 'M') - materials = """Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp""" + materials = "Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp" duration = "24 hours" ritual = False magic_school = "Abjuration" @@ -524,8 +545,8 @@ class GuardsAndWards(Spell): class Guidance(Spell): - """You touch one willing creature. Once before the spell ends, the target can roll - a d4 and add the number rolled to one ability check 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 ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. """ name = "Guidance" @@ -542,14 +563,14 @@ class Guidance(Spell): class GuidingBolt(Spell): """A flash of light streaks toward a creature of your choice within range. - Make a - ranged spell attack against the target. On a hit, the target takes 4d6 radiant + Make a + ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your - next turn has advantage, thanks to the mystical dim light glittering on the + next turn has advantage, thanks to the mystical dim light glittering on the target until then. - - 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 + + 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 = "Guiding Bolt" @@ -564,18 +585,53 @@ class GuidingBolt(Spell): classes = ('Cleric',) -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 +class GuidingHand(Spell): + """You create a Tiny incorporeal hand of shimmering light in an + 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 + and mapped it. If the landmark appears on no map in existence, the + spell fails. Otherwise, whenever you move toward the hand, it + 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. - - 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. + + 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 + casting_time = "1 minute" + casting_range = "5 feet" + components = ('V', 'S') + materials = """""" + duration = "Concentration, up to 8 hours" + ritual = True + magic_scool = "Divination" + classes = ('Bard', 'Cleric', 'Druid', 'Wizard') + + +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. + """ name = "Gust" level = 0 @@ -590,22 +646,23 @@ class Gust(Spell): class GustOfWind(Spell): - """A line of strong wind 60 feet long and 10 feet wide blasts from you in a - direction you choose for the spell's duration. Each creature 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. + """A line of strong wind 60 feet long and 10 feet wide blasts from you + in a direction you choose for the spell's duration. Each creature + 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. + 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. - 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. + 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. + """ name = "Gust Of Wind" level = 2 @@ -617,5 +674,3 @@ class GustOfWind(Spell): ritual = False magic_school = "Evocation" classes = ('Druid', 'Sorcerer', 'Wizard') - - diff --git a/dungeonsheets/spells/spells_w.py b/dungeonsheets/spells/spells_w.py index 8ffa636..9cc147c 100644 --- a/dungeonsheets/spells/spells_w.py +++ b/dungeonsheets/spells/spells_w.py @@ -3,22 +3,22 @@ from .spells import Spell class WallOfFire(Spell): """You create a wall of fire on a solid surface within range. You can make the wall - up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 - feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts + up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 + feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. - - When the wall appears, each creature within its area must - make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire + + When the wall appears, each creature within its area must + make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. - - One side of the wall, + + One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature - that ends its turn within 10 feet of that side or inside the wall. A creature - takes the same damage when it enters the wall for the first time on a turn or + that ends its turn within 10 feet of that side or inside the wall. A creature + takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. - - 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 = "Wall Of Fire" @@ -34,21 +34,24 @@ class WallOfFire(Spell): class WallOfForce(Spell): - """An invisible wall of force springs into existence at a point you choose within - range. - The wall appears in any orientation you choose, as a horizontal or - vertical barrier or at an angle. It can be free floating or resting on a solid - surface. You can form it into a hemispherical dome or a sphere with a radius of - up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot - panels. Each panel must be continguous with another panel. In any form, the - wall is 1/4 inch thick. It lasts 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). + """An invisible wall of force springs into existence at a point you + choose within range. The wall appears in any orientation you + choose, as a horizontal or vertical barrier or at an angle. It can + be free floating or resting on a solid surface. You can form it + into a hemispherical dome or a sphere with a radius of up to 10 + feet, or you can shape a flat surface made up of ten + 10-foot-by-10-foot panels. Each panel must be continguous with + another panel. In any form, the wall is 1/4 inch thick. It lasts + 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 into the - Ethereal Plane, blocking ethereal travel through the wall. + 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 + into the Ethereal Plane, blocking ethereal travel through the + wall. + """ name = "Wall Of Force" level = 5 @@ -63,30 +66,33 @@ class WallOfForce(Spell): class WallOfIce(Spell): - """You create a wall of ice on a solid surface within range. You can form it into a - hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a - flat surfcae made up of ten 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. + """You create a wall of ice on a solid surface within range. You can + form it into a hemispherical dome or a sphere with radius of up to + 10 feet, or you can shape a flat surfcae made up of ten + 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. + 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 hit - points destroys it and leaves behind a sheet of frigid air int he space the - wall occupied. A creature moving through the sheet of 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. + 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 + hit points destroys it and leaves behind a sheet of frigid air int + he space the wall occupied. A creature moving through the sheet of + 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 frigid air increases by 1d6, for each - slot level above 6th. + **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 + frigid air increases by 1d6, for each slot level above 6th. + """ name = "Wall Of Ice" level = 6 @@ -101,29 +107,34 @@ class WallOfIce(Spell): class WallOfLight(Spell): - """A shimmering wall of bright light appears at a point you choose within range. - The wall appears in any orientation you choose: horizontally, vertically, or - diagonally. It can be free floating, or it can rest on a solid surface. The wall - can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line - of 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 60 feet of it. Make a ranged spell attack. On a hit, the target 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. + """A shimmering wall of bright light appears at a point you choose + within range. The wall appears in any orientation you choose: + horizontally, vertically, or diagonally. It can be free floating, + or it can rest on a solid surface. The wall can be up to 60 feet + long, 10 feet high, and 5 feet thick. The wall blocks line of + 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. - 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. + 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 + 60 feet of it. Make a ranged spell attack. On a hit, the target + 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. + """ name = "Wall Of Light" level = 5 @@ -138,8 +149,8 @@ class WallOfLight(Spell): class WallOfSand(Spell): - """You conjure up a wall of swirling sand 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 10 + """You conjure up a wall of swirling sand 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 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there. @@ -157,38 +168,38 @@ class WallOfSand(Spell): class WallOfStone(Spell): - """A nonmagical wall of solid stone springs into existence at a point you choose - within range. - The wall is 6 inches thick and is 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. + """A nonmagical wall of solid stone springs into existence at a point + you choose within range. The wall is 6 inches thick and is + 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. + 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. - 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 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. + 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. + """ name = "Wall Of Stone" level = 5 @@ -203,25 +214,25 @@ class WallOfStone(Spell): class WallOfThorns(Spell): - """You create a wall of tough, pliable, tangled brush bristling with needle-sharp - thorns. The wall appears within range on a solid surface and lasts for the - duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 + """You create a wall of tough, pliable, tangled brush bristling with needle-sharp + thorns. The wall appears within range on a solid surface and lasts for the + duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. - - When the wall appears, each + + When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a - creature takes 7d8 piercing damage, or half as much damage on a successful + creature takes 7d8 piercing damage, or half as much damage on a successful save. - - A creature can move through the wall, albeit slowly and painfully. For - every 1 foot a creature moves through the wall, it must spend 4 feet of - movement. Furthermore, the first time a creature enters the wall on a turn or - ends its turn there, the creature must make a Dexterity saving throw. It takes + + A creature can move through the wall, albeit slowly and painfully. For + every 1 foot a creature moves through the wall, it must spend 4 feet of + movement. Furthermore, the first time a creature enters the wall on a turn or + ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save. - - 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, both types o f damage increase by 1d8 for each slot level above 6th. """ name = "Wall Of Thorns" @@ -238,20 +249,24 @@ 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 that deal cold - damage that pass through the wall cause the area of the wall they pass through - to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square - frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit - points destroys it. When a section is destroyed, the wall's water doesn't fill - it. + + 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 + that deal cold damage that pass through the wall cause the area of + the wall they pass through to freeze solid (at least a 5-foot + square section is frozen). Each 5-foot-square frozen section has + AC 5 and 15 hit points. Reducing a frozen section to 0 hit points + destroys it. When a section is destroyed, the wall’s water doesn’t + fill it. + """ name = "Wall Of Water" level = 3 @@ -266,17 +281,17 @@ class WallOfWater(Spell): class WardingBond(Spell): - """This spell wards a willing creature you touch and creates a mystic connection + """This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. - - While the target is within 60 - feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance - to all damage. Also, each time it takes damage, you take the same amount of + + While the target is within 60 + feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance + to all damage. Also, each time it takes damage, you take the same amount of damage. - - The spell ends if you drop to 0 hit points or if you and the target - become separated by more than 60 feet. It also ends if the spell is cast again - on either of the connected creatures. You can also dismiss the spell as an + + The spell ends if you drop to 0 hit points or if you and the target + become separated by more than 60 feet. It also ends if the spell is cast again + on either of the connected creatures. You can also dismiss the spell as an action. """ name = "Warding Bond" @@ -292,20 +307,20 @@ class WardingBond(Spell): 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. + """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 torch-sized or - smaller. + - It deafens you and other creatures in its area. + - It extinguishes unprotected flames in its area that are + torch-sized or smaller. - The area is difficult terrain for creatures other than you. - - The - attack rolls of ranged weapon attacks have disadvantage if they pass in or out - of the wind. - - It hedges out vapor, gas, and fog that can be dispersed by strong - wind. + - The attack rolls of ranged weapon attacks have disadvantage if + they pass in or out of the wind. + - It hedges out vapor, gas, and fog that can be dispersed by + strong wind. + """ name = "Warding Wind" level = 2 @@ -320,8 +335,8 @@ class WardingWind(Spell): class WaterBreathing(Spell): - """This spell grants up to ten willing creatures you can see within range the - ability to breathe underwater until the spell ends. Affected creatures also + """This spell grants up to ten willing creatures you can see within range the + ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. """ name = "Water Breathing" @@ -338,13 +353,13 @@ class WaterBreathing(Spell): class WaterWalk(Spell): """This spell grants the ability to move across any liquid surface – such as water, - acid, mud, snow, quicksand, or lava – as if it were harmless solid ground + acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). - Up to ten + Up to ten willing creatures you can see within range gain this ability for the duration. - - - If you target a creature submerged in a liquid, the spell carries the target to + + + If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. """ name = "Water Walk" @@ -360,29 +375,37 @@ class WaterWalk(Spell): class WaterySphere(Spell): - """You conjure up a sphere of water with a 5-foot radius on a point 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 creature succeeds on the saving throw automatically. On a - failed 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. + """You conjure up a sphere of water with a 5-foot radius on a point + 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 + creature succeeds on the saving throw automatically. On a failed + 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 @@ -397,28 +420,30 @@ class WaterySphere(Spell): class Web(Spell): - """You conjure a mass of thick, sticky webbing at a point of your 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. + """You conjure a mass of thick, sticky webbing at a point of your + 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. + 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. + 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. + 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. + 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. + """ name = "Web" level = 2 @@ -433,16 +458,18 @@ class Web(Spell): class Weird(Spell): - """Drawing on the deepest fears of a group of creatures, you create illusory - creatures in their minds, visible only to them. - Each 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. + """Drawing on the deepest fears of a group of creatures, you create + illusory creatures in their minds, visible only to them. Each + 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 saving throw or take 4d10 psychic - damage. On a successful save, the spell ends for that creature. + 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 + saving throw or take 4d10 psychic damage. On a successful save, + the spell ends for that creature. + """ name = "Weird" level = 9 @@ -457,27 +484,32 @@ class Weird(Spell): class Whirlwind(Spell): - """A whirlwind howls down to a point that you can see on the ground within range. - The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. - Until the spell ends, you can use your action to move the whirlwind up to 30 - feet in any 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 takes 10d6 bludgeoning - damage on a failed save, or half as much damage on a successful one. In - addition, a Large or smaller creature that fails the save must succeed on a - Strength saving throw or become restrained in the whirlwind until the 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 Dexterity check against your spell save DC. If - successful, the creature is no longer restrained by the whirlwind and is hurled + """A whirlwind howls down to a point that you can see on the ground + within range. The whirlwind is a 10-foot-radius, 30-foot-high + cylinder centered on that point. Until the spell ends, you can + use your action to move the whirlwind up to 30 feet in any + 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 + takes 10d6 bludgeoning damage on a failed save, or half as much + damage on a successful one. In addition, a Large or smaller + creature that fails the save must succeed on a Strength saving + throw or become restrained in the whirlwind until the 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 + Dexterity check against your spell save DC. If successful, the + creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction. + """ name = "Whirlwind" level = 7 @@ -491,22 +523,57 @@ class Whirlwind(Spell): classes = ('Druid', 'Wizard', 'Sorcerer') +class WildCunning(Spell): + """You call out to the spirits of nature to aid you. When you cast this + spell, choose one of the following effects: + -- If there are any tracks on the ground within range, you know where they + are, and you make Wisdom (Survival) checks to follow these tracks with + advantage for 1 hour or until you cast this spell again. + + -- If there is edible forage within range, you know it and where to find + it. + + -- If there is clean drinking water within range, you know it and where to + find it. + + -- If there is suitable shelter for you and your companions with range, you + know it and where to find it. + + -- Send the spirits to bring back wood for a fire and to set up a campsite + in the area using your supplies. The spirits build the fire in a circle of + stones, put up tents, unroll bedrolls, and put out any rations and water + for consumption. + + -- Have the spirits instantly break down a campsite, which includes putting + out a fire, taking down tents, packing up bags, and burying any rubbish. + """ + name = "Wild Cunning" + level = 1 + casting_time = "1 action" + casting_range = "120 feet" + components = ('V', 'S') + materials = """""" + duration = "Insantaneous" + magic_school = "Transmutation" + classes = ('Druid', 'Ranger') + + class WindWalk(Spell): - """You and up to ten willing creatures you can see within range assume a gaseous - form for the duration, appearing as wisps of cloud. - While in this cloud form, a - creature has a flying speed of 300 feet and has resistance to damage from - nonmagical weapons. The only actions a creature can take in this form are the - Dash action or to revert to its normal form. - Reverting takes 1 minute, during - 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. + """You and up to ten willing creatures you can see within range assume + a gaseous form for the duration, appearing as wisps of cloud. + While in this cloud form, a creature has a flying speed of 300 + feet and has resistance to damage from nonmagical weapons. The + only actions a creature can take in this form are the Dash action + or to revert to its normal form. Reverting takes 1 minute, during + 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 creature falls the remaining - distance. + 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 + creature falls the remaining distance. + """ name = "Wind Walk" level = 6 @@ -521,23 +588,27 @@ class WindWalk(Spell): class WindWall(Spell): - """A wall of strong wind rises from the ground at a point you choose within range. + """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. + 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. + 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 upward. Arrows, bolts, and other ordinary - projectiles launched at targets behind the wall are deflected upward and - automatically miss. (Boulders hurled by giants or siege engines, and similar - projectiles, are unaffected.) Creatures in gaseous form can't pass through it. + 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 + upward. Arrows, bolts, and other ordinary projectiles launched at + targets behind the wall are deflected upward and automatically + miss. (Boulders hurled by giants or siege engines, and similar + projectiles, are unaffected.) Creatures in gaseous form can't pass + through it. + """ name = "Wind Wall" level = 3 @@ -552,61 +623,65 @@ class WindWall(Spell): 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. + """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: + 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 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 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 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 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 wish spell could undo an opponent's successful save, a - foe's 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 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 + wish spell could undo an opponent's successful save, a foe's + 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 an instance; the - greater the wish, the greater the likelihood that something goes wrong. This - spell might simply fail, the effect you desire - mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a - result of how you worded the wish. For example, wishing that a villain were dead - might propel you forward in time to a period when that villain is no longer - alive, 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. + 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 + an instance; the greater the wish, the greater the likelihood that + something goes wrong. This spell might simply fail, the effect you + desire might only be partly achieved, or you might suffer some + unforeseen consequence as a result of how you worded the wish. For + example, wishing that a villain were dead might propel you forward + in time to a period when that villain is no longer alive, + 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 1d10 - necrotic damage per level of that spell. This damage can't be reduced or - prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or - lower already, for 2d4 days. For each of those days that you spend resting and - doing nothing more than light activity, your remaining recovery time decreases - by 2 days. Finally, there is a 33 percent chance that you are unable to cast - wish ever again if you suffer this stress. + 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 + 1d10 necrotic damage per level of that spell. This damage can't be + reduced or prevented in any way. In addition, your Strength drops + to 3, if it isn't 3 or lower already, for 2d4 days. For each of + those days that you spend resting and doing nothing more than + light activity, your remaining recovery time decreases by 2 + days. Finally, there is a 33 percent chance that you are unable to + cast wish ever again if you suffer this stress. + """ name = "Wish" level = 9 @@ -621,18 +696,20 @@ class Wish(Spell): class WitchBolt(Spell): - """A beam of crackling, blue energy lances out toward a creature within range, + """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. + 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 @@ -647,11 +724,13 @@ class WitchBolt(Spell): class WordOfRadiance(Spell): - """You utter a divine word, and burning radiance erupts from you. Each creature of - your choice that you can see within range must succeed on a Constitution saving - throw or take 1d6 radiant damage. - The spell's damage increases by 1d6 when you - reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + """You utter a divine word, and burning radiance erupts from you. Each + creature of your choice that you can see within range must succeed + on a Constitution saving throw or take 1d6 radiant damage. + + The spell's damage increases by 1d6 when you reach 5th level + (2d6), 11th level (3d6), and 17th level (4d6). + """ name = "Word Of Radiance" level = 0 @@ -666,17 +745,18 @@ class WordOfRadiance(Spell): class WordOfRecall(Spell): - """You and up to five willing creatures within 5 feet of you instantly teleport to - a previously designated sanctuary. - You and any creatures that teleport with you - appear in the nearest unoccupied 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 and up to five willing creatures within 5 feet of you instantly + teleport to a previously designated sanctuary. You and any + creatures that teleport with you appear in the nearest unoccupied + 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 area that isn't dedicated to your deity, 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 + area that isn’t dedicated to your deity, the spell has no effect. + """ name = "Word Of Recall" level = 6 @@ -692,24 +772,24 @@ class WordOfRecall(Spell): class WrathOfNature(Spell): """You call out to the spirits of nature to rouse them against your enemies. Choose - a point you can see within range. The spirits cause trees, rocks, and grasses - in a 60-foot cube centered on that point to become animated until the spell + a point you can see within range. The spirits cause trees, rocks, and grasses + in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. Trees. At the start - of each of your turns, each of your enemies within 10 feet of any tree in the - cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from + of each of your turns, each of your enemies within 10 feet of any tree in the + cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. - Roots and Vines. At the end of each of your turns, one - creature of your choice that is on the ground in the cube must succeed on a - Strength saving throw or become restrained until the spell ends. A restrained - creature can use an action to make a Strength (Athletics) check against your + Roots and Vines. At the end of each of your turns, one + creature of your choice that is on the ground in the cube must succeed on a + Strength saving throw or become restrained until the spell ends. A restrained + creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. - Rocks. As a bonus - action on your turn, you can cause a loose rock in the cube to launch at a + Rocks. As a bonus + action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. - On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must + On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone. """ name = "Wrath Of Nature" @@ -725,12 +805,13 @@ class WrathOfNature(Spell): class WrathfulSmite(Spell): - """The next time you hit with a melee weapon attack during this spell's duration, - your attack deals an extra 1d6 psychic damage. - Additionally, if the target is a - creature, it must make a Wisdom saving throw or be frightened of you until the - spell ends. As an action, the creature can make a Wisdom check against your - spell save DC to steel its resolve and end this spell. + """The next time you hit with a melee weapon attack during this + spell's duration, your attack deals an extra 1d6 psychic damage. + Additionally, if the target is a creature, it must make a Wisdom + saving throw or be frightened of you until the spell ends. As an + action, the creature can make a Wisdom check against your spell + save DC to steel its resolve and end this spell. + """ name = "Wrathful Smite" level = 1 @@ -742,5 +823,3 @@ class WrathfulSmite(Spell): ritual = False magic_school = "Evocation" classes = ('Paladin',) - -