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Merge branch 'master' of https://github.com/rkubosz/dungeon-sheets into rkubosz-master
This commit is contained in:
@@ -99,6 +99,33 @@ class ShepherdCircle(SubClass):
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features_by_level[14] = [features.FaithfulSummons]
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#GGTR
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class SporesCircle(SubClass):
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"""Druids of the Circle of Spores find beauty in decay. They see within
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mold and other fungi the ability to transform lifeless material into
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abundant, ableit somewhat strange, life.
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These druids believe that life and death are parts of a grand cycle, with
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one leading to the other and then back again. Death isn't the end of life,
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but instead a change of state that sees life shift into a new form.
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Druids of this circle have a complex relationship with the undead. Unlike
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most other druids, they see nothing inherently wrong with undeath, which
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they consider to be a companion to life and death. But these druids believe
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that the natural cycle is heathiest when each segment of it is vibrant and
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changing. Undead that seek to replace all life with undeath, or that try to
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avoid passing to a final rest, violate the cycle and must be thwarted.
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"""
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name = "Circle of Spores"
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circle = "spores"
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features_by_level = defaultdict(list)
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features_by_level[2] = [features.CircleSpells, features.HaloOfSpores, features.SymbioticEntity]
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features_by_level[6] = [features.FungalInfestation]
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features_by_level[10] = [features.SpreadingSpores]
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features_by_level[14] = [features.FungalBody]
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class Druid(CharClass):
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name = 'Druid'
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_wild_shapes = ()
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@@ -129,7 +156,7 @@ class Druid(CharClass):
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features_by_level[18] = [features.TimelessBody, features.BeastSpells]
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features_by_level[20] = [features.Archdruid]
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subclasses_available = (LandCircle, MoonCircle, DreamsCircle,
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ShepherdCircle)
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ShepherdCircle, SporesCircle)
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spellcasting_ability = 'wisdom'
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spell_slots_by_level = {
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1: (2, 2, 0, 0, 0, 0, 0, 0, 0, 0),
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+132
-21
@@ -281,6 +281,22 @@ class UnderdarkSpells(_CircleSpells):
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9: [spells.Cloudkill, spells.InsectPlague]}
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class SporesSpells(_CircleSpells):
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"""Your symbiotic link do fungus and your ability to tap into the cycle of
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life and death grants you access to certain spells.
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These spells are included in your Spell Sheet.
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"""
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_name = 'Spores'
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_spells = {2: [spells.ChillTouch],
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3: [spells.BlindnessDeafness, spells.GentleRepose],
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5: [spells.AnimateDead, spells.GaseousForm],
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7: [spells.Blight, spells.Confusion],
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9: [spells.Cloudkill, spells.Contagion]}
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class CircleSpells(FeatureSelector, _CircleSpells):
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"""
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Select a land where you became a druid in feature_choices in your .py file:
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@@ -301,6 +317,8 @@ class CircleSpells(FeatureSelector, _CircleSpells):
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underdark
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spores
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"""
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options = {'arctic': ArcticSpells,
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'coast': CoastSpells,
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@@ -309,9 +327,10 @@ class CircleSpells(FeatureSelector, _CircleSpells):
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'grassland': GrasslandSpells,
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'mountain': MountainSpells,
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'swamp': SwampSpells,
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'underdark': UnderdarkSpells}
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'underdark': UnderdarkSpells,
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'spores': SporesSpells}
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name = "Circle Spells (Select One)"
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source = "Druid (Circle of the Land)"
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source = "Druid (Circle of the Land/Spores)"
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class LandsStride(Feature):
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@@ -545,12 +564,14 @@ class MightySummoner(Feature):
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than normal. Any beast or fey summoned or created by a spell that you cast
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gains the. following benefits:
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• The creature appears with more hit points than normal: 2 extra hit
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points per Hit Die it has.
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- The creature appears with more hit points than normal: 2 extra hit
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• The damage from its natural weapons is considered magical for the
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purpose of overcoming immunity and resistance to nonmagical attacks and
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damage.
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- The creature appears with more hit points than normal: 2 extra hit
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points per Hit Die it has.
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- The damage from its natural weapons is considered magical for the
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purpose of overcoming immunity and resistance to nonmagical attacks and
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damage.
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"""
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name = "Mighty Summoner"
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@@ -558,10 +579,11 @@ class MightySummoner(Feature):
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class GuardianSpirit(Feature):
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"""Beginning at 10th level, your Spirit Totem safeguards the beasts and fey
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that you call forth with your magic. When a beast or fey that you summoned
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or created with a spell ends its turn in your Spirit Totem aura, that crea-
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ture regains a number of hit points equal to halfyour druid level.
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"""Beginning at 10th level, your Spirit Totem safeguards the beasts
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and fey that you call forth with your magic. When a beast or fey
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that you summoned or created with a spell ends its turn in your
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Spirit Totem aura, that creature regains a number of hit points
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equal to half your druid level.
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"""
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name = "Guardian Spirit"
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@@ -569,19 +591,108 @@ class GuardianSpirit(Feature):
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class FaithfulSummons(Feature):
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"""Starting at 14th level, the nature spirits you commune with protect you
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when you are the most defenseless. Ifyou are reduced to 0 hit points or are
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incapacitated against your will, you can immediately gain the benefits of
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conjure animals as if it were cast using a 9th-level spell slot. It summons
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four beasts of your choice that are challenge rating 2 or lower. The
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conjured beasts appear within 20 feet of you. If they receive no commands
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from you, they protect you from harm and attack your foes. The spell lasts
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for 1 hour, requiring no concentration, or until you dismiss it (no action
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required). Once you use this feature, you can't use it again until you
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finish a long rest
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"""Starting at 14th level, the nature spirits you commune with protect
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you when you are the most defenseless. Ifyou are reduced to 0 hit
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points or are incapacitated against your will, you can immediately
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gain the benefits of conjure animals as if it were cast using a
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9th-level spell slot. It summons four beasts of your choice that
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are challenge rating 2 or lower. The conjured beasts appear within
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20 feet of you. If they receive no commands from you, they protect
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you from harm and attack your foes. The spell lasts for 1 hour,
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requiring no concentration, or until you dismiss it (no action
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required). Once you use this feature, you can't use it again until
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you finish a long rest
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"""
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name = "Faithful Summons"
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source = "Druid (Circle of the Shepherd)"
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#Circle of Spores
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class HaloOfSpores(Feature):
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"""Starting at 2nd level, you are surrounded by invisible, necrotic spores
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that are harmless until you unleash them on a creature nearby. When a
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creature you can see moves into a space within 10 feet of you or starts its
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turn there, you can use your reaction to deal 1d4 necrotic damage to that
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creature unless it succeeds on a Constitution saving throw against your
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spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at
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10th level, and 1d10 at 14th level
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"""
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name = "Halo of Spores"
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source = "Druid (Cirlce of Spores)"
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class SymbioticEntity(Feature):
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"""At 2nd level, you gain the ability to channel magic into your spores. As
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an action, you can expend a use of your Wild Shape feature to awaken those
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spores, rather than transforming into a beast form, and you gain 4
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temporary hit points for each level you have in this class. While this
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feature is active, you gain the following benefits:
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-- When you deal your Halo of Spores damage, roll the damage die a second
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time and add it to the total.
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-- Your melee weapon attacks deal an extra 1d6 poison damage to any target
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they hit.
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These benefits last for 10 minutes, until you lose all these temporary hit
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points, or until you use your Wild Shape again.
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"""
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name = "Symbiotic Entity"
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source = "Druid (Circle of Spores)"
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class FungalInfestation(Feature):
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"""At 6th level, your spores gain the ability to infest a corpse and
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animate it. If a beast or a humanoid that ist Small or Medium dies within
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10 feet of you, you can use your reaction to animate it, causing it to
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stand up immediately with 1 hit point. The creature uses the zombie stat
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block in the _Monster Manual_. It remains animate for 1 hour, after which
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time it collapses and dies.
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In combat, the zombie's turn comes immediately after yours. It obeys your
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mental commands, and the only action it can take is the Attack action,
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making one melee attack.
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You can use this feature a number of times equal to your Wisdom modifier
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(minimum of once), and you regain all expended uses of it when you finish a
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long rest.
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"""
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name = "Fungal Infestation"
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source = "Druid (Circle of Spores)"
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class SpreadingSpores(Feature):
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"""At 10th level, you gain the ability to seed an area with deadly spores.
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As a bonus action while your Symbiotic Entity feature is active, you can
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hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1
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minute. The spores disappear early if you use this feature again, if you
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dismiss them as a bonus action, or if your Symbiotic Entity feature is no
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longer active.
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Whenever a creature moves into the cube or starts its turn there, that
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creature takes your Halo of Spores damage, unless the creature succeeds on
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a Constitution saving throw against your spell save DC. A creature can take
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this damage nbo mre than once per turn.
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While the cube of sproes persists, you can't use your Halo of Spores
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reaction.
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"""
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name = "Spreading Spores"
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source = "Druid (Circle of Spores)"
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class FungalBody(Feature):
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"""At 14th level, the fungal spores in your body alter you: you can't be
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blinded, deafened, frightened, or poisoned, and any critical hit against
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you counts as a normal hit instead, unless you're incapacitated.
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"""
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name = "Fungal Body"
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source = "Druid (Circle of Spores)"
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@@ -316,6 +316,26 @@ class StoneCamouflage(Feature):
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source = "Race (Deep Gnome)"
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# Goblins
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class FuryOfTheSmall(Feature):
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"""
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When you damage a creature with an attack or a spell and the creature's
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size is larger than yours, you can cause the attack or spell to deal extra
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damage to the creature. The extra damage equals your level. Once you use
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this trait, you can't use it again until you finish a short or long rest.
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"""
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name = "Fury of the Small"
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source = "Race (Goblin)"
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class NimbleEscape(Feature):
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"""
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You can take the Disengage or Hide action as a bonus action on each of your
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turns.
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"""
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name = "Nimble Escape"
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source = "Race (Goblin)"
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# Half-Elves
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# Half-Orcs
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+15
-2
@@ -493,6 +493,16 @@ class PureBlood(Race):
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languages = ("Common", "Abyssal", "Draconic")
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class Goblin(Race):
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name = "Goblin"
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size = "small"
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dexterity_bonus = 2
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constitution_bonus = 1
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speed = 30
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languages = ("Common", "Goblin")
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features = (feats.Darkvision, feats.FuryOfTheSmall, feats.NimbleEscape)
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PHB_races = [HillDwarf, MountainDwarf, HighElf, WoodElf, DarkElf,
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LightfootHalfling, StoutHalfling, Rashemi, Dragonborn,
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ForestGnome, RockGnome, HalfElf, HalfOrc, Tiefling]
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@@ -507,7 +517,10 @@ MONSTER_races = [BugBear, Goblin, HobGoblin, Kobold, Orc, PureBlood]
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RFTLW_races = [Kalashtar]
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available_races = PHB_races + VOLO_races + EE_races + MONSTER_races + RFTLW_races
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# Guildmaster's Guide to Ravnica
|
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GGTR_races = [Goblin]
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available_races = PHB_races + VOLO_races + EE_races + MONSTER_races + RFTLW_races + GGTR_races
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||||
|
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__all__ = tuple([r.name for r in available_races]) + (
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'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')
|
||||
|
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+268
-213
@@ -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.
|
||||
"""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.
|
||||
saving throw or become charmed by you for the duration. While the
|
||||
creature is charmed by you, it takes 5d10 psychic damage each time
|
||||
it acts in a manner directly counter to your instructions, but no
|
||||
more than once each day. A creature that can't understand you is
|
||||
unaffected by the spell.
|
||||
|
||||
You can issue
|
||||
any command you choose, short of an activity that would result in certain death.
|
||||
Should you issue a suicidal command, the spell ends. You can end the spell
|
||||
early by using an action to dismiss it. A remove curse, greater restoration, or
|
||||
wish spell also ends it.
|
||||
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.
|
||||
|
||||
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
|
||||
@@ -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.
|
||||
"""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.
|
||||
surface no larger than 10 feet in diameter. If you choose an
|
||||
object, that object must remain in its place; if the object is
|
||||
moved more than 10 feet from where you cast this spell, the glyph
|
||||
is broken, and the spell ends without being triggered.
|
||||
|
||||
The glyph is nearly invisible and requires a successful Intelligence
|
||||
(Investigation) check against your spell save DC to be found.
|
||||
The glyph is nearly invisible and requires a successful
|
||||
Intelligence (Investigation) check against your spell save DC to
|
||||
be found.
|
||||
|
||||
You decide what
|
||||
triggers the glyph when you cast the spell. For glyphs inscribed on a surface,
|
||||
the most typical triggers include touching or standing on the glyph, removing
|
||||
another object 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.
|
||||
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.
|
||||
|
||||
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 can further refine the trigger so the spell activates only
|
||||
under certain circumstances or according to physical
|
||||
characteristics (such as height or weight), creature kind (for
|
||||
example, the ward could be set to affect aberrations or drow), or
|
||||
alignment. You can also set conditions for creatures that don't
|
||||
trigger the glyph, such as those who say a certain password.
|
||||
|
||||
When you inscribe the glyph,
|
||||
choose explosive runes or a spell glyph.
|
||||
When you inscribe the glyph, choose explosive runes or a spell
|
||||
glyph.
|
||||
|
||||
Explosive Runes
|
||||
When triggered, the
|
||||
glyph erupts with magical energy in a 20-foot-radius sphere centered on the
|
||||
glyph. The sphere spreads 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.
|
||||
**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.
|
||||
|
||||
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.
|
||||
**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.
|
||||
|
||||
At Higher Levels:
|
||||
"""
|
||||
name = "Glyph Of Warding"
|
||||
level = 3
|
||||
@@ -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
|
||||
@@ -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"
|
||||
@@ -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')
|
||||
|
||||
|
||||
|
||||
+357
-278
@@ -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.
|
||||
|
||||
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.
|
||||
|
||||
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
|
||||
@@ -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.
|
||||
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.
|
||||
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.
|
||||
|
||||
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.
|
||||
"""
|
||||
name = "Wall Of Stone"
|
||||
level = 5
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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.
|
||||
"""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.
|
||||
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.
|
||||
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 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
|
||||
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:
|
||||
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
|
||||
@@ -623,16 +698,18 @@ class Wish(Spell):
|
||||
class WitchBolt(Spell):
|
||||
"""A beam of crackling, blue energy lances out toward a creature within range,
|
||||
forming a sustained arc of lightning between you and the target.
|
||||
Make a ranged
|
||||
spell attack against that creature. On a hit, the target takes 1d12 lightning
|
||||
damage, and on each of your turns for the duration, you can use your action to
|
||||
deal 1d12 lightning damage to the target automatically. The spell ends if you
|
||||
use your action to do anything else. The spell also ends if the target is ever
|
||||
outside the spell's range or if it has total cover from you.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the initial
|
||||
damage increases by 1d12 for each slot level above 1st.
|
||||
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
|
||||
@@ -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',)
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user