Merge branch 'master' of https://github.com/rkubosz/dungeon-sheets into rkubosz-master

This commit is contained in:
Mark Wolfman
2020-04-29 23:30:55 -05:00
6 changed files with 971 additions and 666 deletions
+420 -341
View File
@@ -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 walls water doesnt
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 isnt 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',)