Merge branch 'rkubosz-master'

This commit is contained in:
Mark Wolfman
2020-04-29 23:31:10 -05:00
6 changed files with 971 additions and 666 deletions
+38 -11
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@@ -34,7 +34,7 @@ class MoonCircle(SubClass):
haunt the deepest parts of the wilderness, where they might go for weeks on
end before crossing paths with another humanoid creature, let alone another
druid.
Changeable as the moon, a druid of this circle might prowl as a great cat
one night, soar over the treetops as an eagle the next day, and crash
through the undergrowth in bear form to drive off a trespassing
@@ -99,6 +99,33 @@ class ShepherdCircle(SubClass):
features_by_level[14] = [features.FaithfulSummons]
#GGTR
class SporesCircle(SubClass):
"""Druids of the Circle of Spores find beauty in decay. They see within
mold and other fungi the ability to transform lifeless material into
abundant, ableit somewhat strange, life.
These druids believe that life and death are parts of a grand cycle, with
one leading to the other and then back again. Death isn't the end of life,
but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. Unlike
most other druids, they see nothing inherently wrong with undeath, which
they consider to be a companion to life and death. But these druids believe
that the natural cycle is heathiest when each segment of it is vibrant and
changing. Undead that seek to replace all life with undeath, or that try to
avoid passing to a final rest, violate the cycle and must be thwarted.
"""
name = "Circle of Spores"
circle = "spores"
features_by_level = defaultdict(list)
features_by_level[2] = [features.CircleSpells, features.HaloOfSpores, features.SymbioticEntity]
features_by_level[6] = [features.FungalInfestation]
features_by_level[10] = [features.SpreadingSpores]
features_by_level[14] = [features.FungalBody]
class Druid(CharClass):
name = 'Druid'
_wild_shapes = ()
@@ -129,7 +156,7 @@ class Druid(CharClass):
features_by_level[18] = [features.TimelessBody, features.BeastSpells]
features_by_level[20] = [features.Archdruid]
subclasses_available = (LandCircle, MoonCircle, DreamsCircle,
ShepherdCircle)
ShepherdCircle, SporesCircle)
spellcasting_ability = 'wisdom'
spell_slots_by_level = {
1: (2, 2, 0, 0, 0, 0, 0, 0, 0, 0),
@@ -181,7 +208,7 @@ class Druid(CharClass):
def all_wild_shapes(self):
"""Return all wild shapes, regardless of validity."""
return self._wild_shapes
@property
def wild_shapes(self):
"""Return a list of valid wild shapes for this Druid."""
@@ -191,7 +218,7 @@ class Druid(CharClass):
if self.can_assume_shape(shape):
valid_shapes.append(shape)
return valid_shapes
@wild_shapes.setter
def wild_shapes(self, new_shapes):
actual_shapes = []
@@ -211,23 +238,23 @@ class Druid(CharClass):
actual_shapes.append(new_shape)
# Save the updated list for later
self._wild_shapes = actual_shapes
def can_assume_shape(self, shape: monsters.Monster)-> bool:
"""Determine if a given shape meets the requirements for transforming.
See Pg 66 of player's handbook.
Parameters
==========
shape
A monster that the Druid wishes to transform into.
Returns
=======
can_assume
True if the monster meets the C/R, swim and flying speed
restrictions.
"""
# Determine acceptable states based on druid level
if self.level < 2:
@@ -258,11 +285,11 @@ class Druid(CharClass):
valid_fly = (max_fly is None or shape.fly_speed <= max_fly)
can_assume = shape.is_beast and valid_cr and valid_swim and valid_fly
return can_assume
@property
def spells(self):
return tuple(S() for S in self.spells_prepared)
@spells.setter
def spells(self, val):
if len(val) > 0:
+139 -28
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@@ -13,7 +13,7 @@ class WildShape(Feature):
flying or swimming speed.
2nd Level: Max CR 1/4, No Flying/Swimming (ex: Wolf)
4th Level: Max CR 1/2, No Flying (ex: Crocodile)
8th Level: Max CR 1 (ex: Giant Eagle)
@@ -92,7 +92,7 @@ class BeastSpells(Feature):
name = "Beast Spells"
source = "Druid"
class Archdruid(Feature):
"""At 20th level, you can use your Wild Shape an unlimited number of times.
@@ -167,7 +167,7 @@ class _CircleSpells(Feature):
self.spells_known.extend(sps)
self.spells_prepared.extend(sps)
super().__init__(owner=owner)
class ArcticSpells(_CircleSpells):
"""Your mystical connection to the land infuses you with the ability to cast
@@ -281,6 +281,22 @@ class UnderdarkSpells(_CircleSpells):
9: [spells.Cloudkill, spells.InsectPlague]}
class SporesSpells(_CircleSpells):
"""Your symbiotic link do fungus and your ability to tap into the cycle of
life and death grants you access to certain spells.
These spells are included in your Spell Sheet.
"""
_name = 'Spores'
_spells = {2: [spells.ChillTouch],
3: [spells.BlindnessDeafness, spells.GentleRepose],
5: [spells.AnimateDead, spells.GaseousForm],
7: [spells.Blight, spells.Confusion],
9: [spells.Cloudkill, spells.Contagion]}
class CircleSpells(FeatureSelector, _CircleSpells):
"""
Select a land where you became a druid in feature_choices in your .py file:
@@ -300,7 +316,9 @@ class CircleSpells(FeatureSelector, _CircleSpells):
swamp
underdark
spores
"""
options = {'arctic': ArcticSpells,
'coast': CoastSpells,
@@ -309,9 +327,10 @@ class CircleSpells(FeatureSelector, _CircleSpells):
'grassland': GrasslandSpells,
'mountain': MountainSpells,
'swamp': SwampSpells,
'underdark': UnderdarkSpells}
'underdark': UnderdarkSpells,
'spores': SporesSpells}
name = "Circle Spells (Select One)"
source = "Druid (Circle of the Land)"
source = "Druid (Circle of the Land/Spores)"
class LandsStride(Feature):
@@ -456,7 +475,7 @@ class HiddenPaths(Feature):
fey use to traverse space in the blink of an eye. As a bonus action on your
turn, you can teleport up to 60 feet to an unoccupied space you can
see.
Alternatively, you can use your action to teleport one willing creature you
touch up to 30 feet to an unoccupied space you can see. You can use this
feature a number of times equal to your Wisdom modifier (minimum of once),
@@ -466,7 +485,7 @@ class HiddenPaths(Feature):
name = "Hidden Paths"
source = "Druid (Circle of the Moon)"
class WalkerInDreams(Feature):
"""At 14th level, the magic of the Feywild grants you the ability to travel
mentally or physically through dreamlands. When you finish a short rest,
@@ -545,12 +564,14 @@ class MightySummoner(Feature):
than normal. Any beast or fey summoned or created by a spell that you cast
gains the. following benefits:
The creature appears with more hit points than normal: 2 extra hit
points per Hit Die it has.
• The damage from its natural weapons is considered magical for the
purpose of overcoming immunity and resistance to nonmagical attacks and
damage.
- The creature appears with more hit points than normal: 2 extra hit
- The creature appears with more hit points than normal: 2 extra hit
points per Hit Die it has.
- The damage from its natural weapons is considered magical for the
purpose of overcoming immunity and resistance to nonmagical attacks and
damage.
"""
name = "Mighty Summoner"
@@ -558,10 +579,11 @@ class MightySummoner(Feature):
class GuardianSpirit(Feature):
"""Beginning at 10th level, your Spirit Totem safeguards the beasts and fey
that you call forth with your magic. When a beast or fey that you summoned
or created with a spell ends its turn in your Spirit Totem aura, that crea-
ture regains a number of hit points equal to halfyour druid level.
"""Beginning at 10th level, your Spirit Totem safeguards the beasts
and fey that you call forth with your magic. When a beast or fey
that you summoned or created with a spell ends its turn in your
Spirit Totem aura, that creature regains a number of hit points
equal to half your druid level.
"""
name = "Guardian Spirit"
@@ -569,19 +591,108 @@ class GuardianSpirit(Feature):
class FaithfulSummons(Feature):
"""Starting at 14th level, the nature spirits you commune with protect you
when you are the most defenseless. Ifyou are reduced to 0 hit points or are
incapacitated against your will, you can immediately gain the benefits of
conjure animals as if it were cast using a 9th-level spell slot. It summons
four beasts of your choice that are challenge rating 2 or lower. The
conjured beasts appear within 20 feet of you. If they receive no commands
from you, they protect you from harm and attack your foes. The spell lasts
for 1 hour, requiring no concentration, or until you dismiss it (no action
required). Once you use this feature, you can't use it again until you
finish a long rest
"""Starting at 14th level, the nature spirits you commune with protect
you when you are the most defenseless. Ifyou are reduced to 0 hit
points or are incapacitated against your will, you can immediately
gain the benefits of conjure animals as if it were cast using a
9th-level spell slot. It summons four beasts of your choice that
are challenge rating 2 or lower. The conjured beasts appear within
20 feet of you. If they receive no commands from you, they protect
you from harm and attack your foes. The spell lasts for 1 hour,
requiring no concentration, or until you dismiss it (no action
required). Once you use this feature, you can't use it again until
you finish a long rest
"""
name = "Faithful Summons"
source = "Druid (Circle of the Shepherd)"
#Circle of Spores
class HaloOfSpores(Feature):
"""Starting at 2nd level, you are surrounded by invisible, necrotic spores
that are harmless until you unleash them on a creature nearby. When a
creature you can see moves into a space within 10 feet of you or starts its
turn there, you can use your reaction to deal 1d4 necrotic damage to that
creature unless it succeeds on a Constitution saving throw against your
spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at
10th level, and 1d10 at 14th level
"""
name = "Halo of Spores"
source = "Druid (Cirlce of Spores)"
class SymbioticEntity(Feature):
"""At 2nd level, you gain the ability to channel magic into your spores. As
an action, you can expend a use of your Wild Shape feature to awaken those
spores, rather than transforming into a beast form, and you gain 4
temporary hit points for each level you have in this class. While this
feature is active, you gain the following benefits:
-- When you deal your Halo of Spores damage, roll the damage die a second
time and add it to the total.
-- Your melee weapon attacks deal an extra 1d6 poison damage to any target
they hit.
These benefits last for 10 minutes, until you lose all these temporary hit
points, or until you use your Wild Shape again.
"""
name = "Symbiotic Entity"
source = "Druid (Circle of Spores)"
class FungalInfestation(Feature):
"""At 6th level, your spores gain the ability to infest a corpse and
animate it. If a beast or a humanoid that ist Small or Medium dies within
10 feet of you, you can use your reaction to animate it, causing it to
stand up immediately with 1 hit point. The creature uses the zombie stat
block in the _Monster Manual_. It remains animate for 1 hour, after which
time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your
mental commands, and the only action it can take is the Attack action,
making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier
(minimum of once), and you regain all expended uses of it when you finish a
long rest.
"""
name = "Fungal Infestation"
source = "Druid (Circle of Spores)"
class SpreadingSpores(Feature):
"""At 10th level, you gain the ability to seed an area with deadly spores.
As a bonus action while your Symbiotic Entity feature is active, you can
hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1
minute. The spores disappear early if you use this feature again, if you
dismiss them as a bonus action, or if your Symbiotic Entity feature is no
longer active.
Whenever a creature moves into the cube or starts its turn there, that
creature takes your Halo of Spores damage, unless the creature succeeds on
a Constitution saving throw against your spell save DC. A creature can take
this damage nbo mre than once per turn.
While the cube of sproes persists, you can't use your Halo of Spores
reaction.
"""
name = "Spreading Spores"
source = "Druid (Circle of Spores)"
class FungalBody(Feature):
"""At 14th level, the fungal spores in your body alter you: you can't be
blinded, deafened, frightened, or poisoned, and any critical hit against
you counts as a normal hit instead, unless you're incapacitated.
"""
name = "Fungal Body"
source = "Druid (Circle of Spores)"
+32 -12
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@@ -32,7 +32,7 @@ class PowerfulBuild(Feature):
name = "Powerful Build"
source = "Race"
class Amphibious(Feature):
"""
You can breath air and water
@@ -41,7 +41,7 @@ class Amphibious(Feature):
name = "Amphibious"
source = "Race"
# Dwarves
class DwarvenResilience(Feature):
"""You have advantage on saving throws against poison, and you have resistance
@@ -62,7 +62,7 @@ class Stonecunning(Feature):
name = "Stonecunning"
source = "Race (Dwarf)"
class DwarvenToughness(Feature):
"""
Your hit point maximum
@@ -73,7 +73,7 @@ class DwarvenToughness(Feature):
source = "Race (Hill Dwarf)"
needs_implementation = True
# Elves
class FeyAncestry(Feature):
"""You have advantage on saving throws against being charmed, and magic can't
@@ -163,7 +163,7 @@ class HalflingNimbleness(Feature):
name = "Halfling Nimbleness"
source = "Race (Halfling)"
class NaturallyStealthy(Feature):
"""You can attempt to hide even when you are obscured only by a creature that
is at least one size larger than you.
@@ -283,7 +283,7 @@ class ArtificersLore(Feature):
name = "Artificer's Lore"
source = "Race (Rock Gnome)"
class Tinker(Feature):
"""You have proficiency with artisan's tools (tinker's tools). Using those
tools, you can spend 1 hour and 10 gp worth of materials to construct a
@@ -316,8 +316,28 @@ class StoneCamouflage(Feature):
source = "Race (Deep Gnome)"
# Goblins
class FuryOfTheSmall(Feature):
"""
When you damage a creature with an attack or a spell and the creature's
size is larger than yours, you can cause the attack or spell to deal extra
damage to the creature. The extra damage equals your level. Once you use
this trait, you can't use it again until you finish a short or long rest.
"""
name = "Fury of the Small"
source = "Race (Goblin)"
class NimbleEscape(Feature):
"""
You can take the Disengage or Hide action as a bonus action on each of your
turns.
"""
name = "Nimble Escape"
source = "Race (Goblin)"
# Half-Elves
# Half-Orcs
class RelentlessEndurance(Feature):
"""When you are reduced to 0 hit points but not killed outright, you can drop
@@ -353,7 +373,7 @@ class InfernalLegacy(Feature):
the hellish rebuke spell once per day as a 2nd-level spell. Once you reach
5th level, you can also cast the darkness spell once per day. Charisma is
your spellcasting ability for these spells.
"""
name = "Infernal Legacy"
source = "Race (Tiefling)"
@@ -422,7 +442,7 @@ class RadiantConsumption(Feature):
Once you use this trait, you can't use it again until you finish a long
rest.
"""
name = "Radiant Consumption"
source = "Race (Scourge Aasimar)"
@@ -519,7 +539,7 @@ class ExpertForgery(Feature):
name = "Expert Forgery"
source = "Race (Kenku)"
class Mimicry(Feature):
"""You can mimic sounds you have heard, including voices. A creature that
hears the sounds you make can tell they are imitations with a successful
@@ -529,7 +549,7 @@ class Mimicry(Feature):
name = "Mimicry"
source = "Race (Kenku)"
# Lizardfolk
class CunningArtisan(Feature):
"""As part of a short rest, you can harvest bone and hide from a slain
@@ -695,7 +715,7 @@ class ReachToTheBlaze(Feature):
class AcidResistance(Feature):
"""
You have resistance to acid damage.
"""
name = "Acid Resistance"
source = "Race (Water Genasi)"
+21 -8
View File
@@ -39,10 +39,10 @@ class Race():
@property
def spells_prepared(self):
return self.spells_known
def __str__(self):
return self.name
def __repr__(self):
return "\"{:s}\"".format(self.name)
@@ -129,7 +129,7 @@ class LightfootHalfling(_Halfling):
name = "Lightfoot Halfling"
charisma_bonus = 1
features = _Halfling.features + (feats.NaturallyStealthy,)
class StoutHalfling(_Halfling):
name = "Stout Halfling"
@@ -183,7 +183,7 @@ class ForestGnome(_Gnome):
features = _Gnome.features + (feats.NaturalIllusionist,
feats.SpeakWithSmallBeasts)
spells_known = (spells.MinorIllusion,)
class RockGnome(_Gnome):
name = "Rock Gnome"
@@ -252,7 +252,7 @@ class _Aasimar(Race):
feats.HealingHands, feats.LightBearer)
spells_known = (spells.Light,)
# Protector Aasimar
class ProtectorAasimar(_Aasimar):
name = "Protector Aasimar"
@@ -397,7 +397,7 @@ class AirGenasi(_Genasi):
features = (feats.UnendingBreath,
feats.MingleWithTheWind)
class EarthGenasi(_Genasi):
name = "Earth Genasi"
strength_bonus = 1
@@ -493,6 +493,16 @@ class PureBlood(Race):
languages = ("Common", "Abyssal", "Draconic")
class Goblin(Race):
name = "Goblin"
size = "small"
dexterity_bonus = 2
constitution_bonus = 1
speed = 30
languages = ("Common", "Goblin")
features = (feats.Darkvision, feats.FuryOfTheSmall, feats.NimbleEscape)
PHB_races = [HillDwarf, MountainDwarf, HighElf, WoodElf, DarkElf,
LightfootHalfling, StoutHalfling, Rashemi, Dragonborn,
ForestGnome, RockGnome, HalfElf, HalfOrc, Tiefling]
@@ -507,7 +517,10 @@ MONSTER_races = [BugBear, Goblin, HobGoblin, Kobold, Orc, PureBlood]
RFTLW_races = [Kalashtar]
available_races = PHB_races + VOLO_races + EE_races + MONSTER_races + RFTLW_races
# Guildmaster's Guide to Ravnica
GGTR_races = [Goblin]
available_races = PHB_races + VOLO_races + EE_races + MONSTER_races + RFTLW_races + GGTR_races
__all__ = tuple([r.name for r in available_races]) + (
'available_races', 'PHB_races', 'VOLO_races', 'EE_races', 'MONSTER_races', 'RFTLW_races')
'available_races', 'PHB_races', 'VOLO_races', 'EE_races', 'MONSTER_races', 'RFTLW_races', 'GGTR_races')
+321 -266
View File
@@ -6,19 +6,21 @@ class GaseousForm(Spell):
and carrying, into a misty cloud for the duration. The spell ends if the
creature drops to 0 hit points. An incorporeal creature isn't affected.
While
in this form, the target's only method of movement is a flying speed of 10 feet.
The target can enter and occupy the space of another creature. The target has
resistance to nonmagical damage, and it has advantage on Strength, Dexterity,
and Constitution saving throws. The target can pass through small holes, narrow
openings, and even mere cracks, though it treats liquids as though they were
solid surfaces. The target can't fall and remains hovering in the air even when
stunned or otherwise incapacitated.
While in this form, the target's only method of movement is a
flying speed of 10 feet. The target can enter and occupy the
space of another creature. The target has resistance to nonmagical
damage, and it has advantage on Strength, Dexterity, and
Constitution saving throws. The target can pass through small
holes, narrow openings, and even mere cracks, though it treats
liquids as though they were solid surfaces. The target can't fall
and remains hovering in the air even when stunned or otherwise
incapacitated.
While in the form of a misty cloud, the
target can't talk or manipulate objects, and any objects it was carrying or
holding can't be dropped, used, or otherwise interacted with. The target can't
attack or cast spells.
While in the form of a misty cloud, the target can't talk or
manipulate objects, and any objects it was carrying or holding
can't be dropped, used, or otherwise interacted with. The target
can't attack or cast spells.
"""
name = "Gaseous Form"
level = 3
@@ -33,27 +35,31 @@ class GaseousForm(Spell):
class Gate(Spell):
"""You conjure a portal linking an unoccupied space you can see within range to a
precise location on a different plane of existence. The portal is a circular
opening, which you can make 5 to 20 feet in diameter. You can orient the portal
in any direction you choose. The portal lasts for the duration.
"""You conjure a portal linking an unoccupied space you can see within
range to a precise location on a different plane of existence. The
portal is a circular opening, which you can make 5 to 20 feet in
diameter. You can orient the portal in any direction you
choose. The portal lasts for the duration.
The portal has
a front and a back on each plane where it appears. Travel through the portal is
possible only by moving through its front. Anything that does so is instantly
transported to the other plane, appearing in the unoccupied space nearest to the
portal.
The portal has a front and a back on each plane where it
appears. Travel through the portal is possible only by moving
through its front. Anything that does so is instantly transported
to the other plane, appearing in the unoccupied space nearest to
the portal.
Deities and other planar rulers can prevent portals created by this
spell from opening in their presence or anywhere within their domains.
Deities and other planar rulers can prevent portals created by
this spell from opening in their presence or anywhere within their
domains.
When you
cast this spell, you can speak the name of a specific creature (a pseudonym,
title, or nickname doesn't work). If that creature is on a plane other than the
one you are on, the portal opens in the named creature's immediate vicinity and
draws the creature through it to the nearest unoccupied space on your side of
the portal. You gain no special power over the creature, and it is free to act
as the Dm deems appropriate. It might leave, attack you, or help you.
When you cast this spell, you can speak the name of a specific
creature (a pseudonym, title, or nickname doesn't work). If that
creature is on a plane other than the one you are on, the portal
opens in the named creature's immediate vicinity and draws the
creature through it to the nearest unoccupied space on your side
of the portal. You gain no special power over the creature, and it
is free to act as the Dm deems appropriate. It might leave, attack
you, or help you.
"""
name = "Gate"
level = 9
@@ -68,26 +74,28 @@ class Gate(Spell):
class Geas(Spell):
"""You place a magical command on a creature that you can see within range, forcing
it to carry out some service or refrain from some action or course of actiity
as you decide.
If the creature can understand you, it must succeed on a Wisdom
saving throw or become charmed by you for the duration. While the creature is
charmed by you, it takes 5d10 psychic damage each time it acts in a manner
directly counter to your instructions, but no more than once each day. A
creature that can't understand you is unaffected by the spell.
"""You place a magical command on a creature that you can see within
range, forcing it to carry out some service or refrain from some
action or course of actiity as you decide.
You can issue
any command you choose, short of an activity that would result in certain death.
Should you issue a suicidal command, the spell ends. You can end the spell
early by using an action to dismiss it. A remove curse, greater restoration, or
wish spell also ends it.
If the creature can understand you, it must succeed on a Wisdom
saving throw or become charmed by you for the duration. While the
creature is charmed by you, it takes 5d10 psychic damage each time
it acts in a manner directly counter to your instructions, but no
more than once each day. A creature that can't understand you is
unaffected by the spell.
At Higher Levels: When you cast this spell usinga
spell slot of 7th or 8th level, the duration is 1 year.
When you cast this
spell using a spell slot of 9th level, the spell lasts until it is ended by one
of the spells mentioned above.
You can issue any command you choose, short of an activity that
would result in certain death. Should you issue a suicidal
command, the spell ends. You can end the spell early by using an
action to dismiss it. A remove curse, greater restoration, or wish
spell also ends it.
**At Higher Levels:** When you cast this spell usinga spell slot of
7th or 8th level, the duration is 1 year. When you cast this
spell using a spell slot of 9th level, the spell lasts until it is
ended by one of the spells mentioned above.
"""
name = "Geas"
level = 5
@@ -105,9 +113,11 @@ class GentleRepose(Spell):
"""You touch a corpse or other remains. For the duration, the target is protected
from decay and can't become undead.
The spell also effectively extends the time
limit on raising the target from the dead, since days spent under the influence
of this spell don't count against the time limit of spells such as raise dead.
The spell also effectively extends the time limit on raising the
target from the dead, since days spent under the influence of this
spell don't count against the time limit of spells such as raise
dead.
"""
name = "Gentle Repose"
level = 2
@@ -122,21 +132,21 @@ class GentleRepose(Spell):
class GiantInsect(Spell):
"""You transform up to ten centipedes, three spiders, five wasps, or one scorpion
within range into giant versions of their natural forms for the duration. A
centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp
"""You transform up to ten centipedes, three spiders, five wasps, or one scorpion
within range into giant versions of their natural forms for the duration. A
centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp
becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature
Each creature
obeys your verbal commands, and in combat, they act on your turn each round. The
DM has the statistics for these creatures and resolves their actions and
DM has the statistics for these creatures and resolves their actions and
movement.
A creature remains in its giant size for the duration, until it drops
to 0 hit points, or until you use an action to dismiss the effect on it.
The
DM might allow you to choose different targets. For example, if you transform a
The
DM might allow you to choose different targets. For example, if you transform a
bee, its giant version might have the same statistics as a giant wasp.
"""
name = "Giant Insect"
@@ -153,7 +163,7 @@ class GiantInsect(Spell):
class Glibness(Spell):
"""Until the spell ends, when you make a Charisma check, you can replace the number
you roll with a 15. Additionally, no matter what you say, magic that would
you roll with a 15. Additionally, no matter what you say, magic that would
determine if you are telling the truth indicates that you are being truthful.
"""
name = "Glibness"
@@ -169,19 +179,20 @@ class Glibness(Spell):
class GlobeOfInvulnerability(Spell):
"""An immobile, faintly shimmering barrier springs into existence in a 10-foot
radius around you and remains for the duration.
"""An immobile, faintly shimmering barrier springs into existence in a
10-foot radius around you and remains for the duration.
Any spell of 5th level or lower
cast from outside the barrier can't affect creatures or objects within it, even
if the spell is cast using a higher level spell slot. Such a spell can target
creatures and objects within the barrier, but the spell has no effect on them.
Similarly, the area within the barrier is excluded from the areas affected by
such spells.
Any spell of 5th level or lower cast from outside the barrier
can't affect creatures or objects within it, even if the spell is
cast using a higher level spell slot. Such a spell can target
creatures and objects within the barrier, but the spell has no
effect on them. Similarly, the area within the barrier is
excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of
7th level or higher, the barrier blocks spells of one level higher for each slot
level above 6th.
**At Higher Levels:** When you cast this spell using a spell slot
of 7th level or higher, the barrier blocks spells of one level
higher for each slot level above 6th.
"""
name = "Globe Of Invulnerability"
level = 6
@@ -196,59 +207,68 @@ class GlobeOfInvulnerability(Spell):
class GlyphOfWarding(Spell):
"""When you cast this spell, you inscribe a glyph that harms other creatures,
either upon a surface (such as a table or a section of floor or wall) or within
an object that can be closed (such as a book, a scroll, or a treasure chest) to
conceal the glyph.
If you choose a surface, the glyph can cover an area of the
surface no larger than 10 feet in diameter. If you choose an object, that object
must remain in its place; if the object is moved more than 10 feet from where
you cast this spell, the glyph is broken, and the spell ends without being
triggered.
"""When you cast this spell, you inscribe a glyph that harms other
creatures, either upon a surface (such as a table or a section of
floor or wall) or within an object that can be closed (such as a
book, a scroll, or a treasure chest) to conceal the glyph.
The glyph is nearly invisible and requires a successful Intelligence
(Investigation) check against your spell save DC to be found.
If you choose a surface, the glyph can cover an area of the
surface no larger than 10 feet in diameter. If you choose an
object, that object must remain in its place; if the object is
moved more than 10 feet from where you cast this spell, the glyph
is broken, and the spell ends without being triggered.
You decide what
triggers the glyph when you cast the spell. For glyphs inscribed on a surface,
the most typical triggers include touching or standing on the glyph, removing
another object covering the glyph, approaching within a certain distance of the
glyph, or manipulating the object on which the glyph is inscribed. For glyphs
inscribed within an object, the most common triggers include opening that
object, approaching within a certain distance of the object, or seeing or
reading the glyph. Once a glyph is triggered, this spell ends.
The glyph is nearly invisible and requires a successful
Intelligence (Investigation) check against your spell save DC to
be found.
You can further
refine the trigger so the spell activates only under certain circumstances or
according to physical characteristics (such as height or weight), creature kind
(for example, the ward could be set to affect aberrations or drow), or
alignment. You can also set conditions for creatures that don't trigger the
glyph, such as those who say a certain password.
You decide what triggers the glyph when you cast the spell. For
glyphs inscribed on a surface, the most typical triggers include
touching or standing on the glyph, removing another object
covering the glyph, approaching within a certain distance of the
glyph, or manipulating the object on which the glyph is
inscribed. For glyphs inscribed within an object, the most common
triggers include opening that object, approaching within a certain
distance of the object, or seeing or reading the glyph. Once a
glyph is triggered, this spell ends.
When you inscribe the glyph,
choose explosive runes or a spell glyph.
You can further refine the trigger so the spell activates only
under certain circumstances or according to physical
characteristics (such as height or weight), creature kind (for
example, the ward could be set to affect aberrations or drow), or
alignment. You can also set conditions for creatures that don't
trigger the glyph, such as those who say a certain password.
Explosive Runes
When triggered, the
glyph erupts with magical energy in a 20-foot-radius sphere centered on the
glyph. The sphere spreads around corners. Each creature in the area must make a
Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
thunder damage on a failed saving throw (your choice when you create the glyph),
or half as much damage on a successful one.
When you inscribe the glyph, choose explosive runes or a spell
glyph.
Spell Glyph
You can store a
prepared spell of 3rd level or lower in the glyph by casting it as part of
creating the glyph. The spell must target a single creature or an area. The
spell being stored has no immediate effect when cast in this way. When the glyph
is triggered, the stored spell is cast. If the spell has a target, it targets
the creature that triggered the glyph. If the spell affects an area, the area is
centered on that creature. If the spell summons hostile creatures or creates
harmful objects or traps, they appear as close as possible to the intruder and
attack it. If the spell requires concentration, it lasts until the end of its
full duration.
**Explosive Runes**
When triggered, the glyph erupts with magical energy in a
20-foot-radius sphere centered on the glyph. The sphere spreads
around corners. Each creature in the area must make a Dexterity
saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
thunder damage on a failed saving throw (your choice when you
create the glyph), or half as much damage on a successful one.
At Higher Levels:
**Spell Glyph**
You can store a prepared spell of 3rd level or lower in the glyph
by casting it as part of creating the glyph. The spell must target
a single creature or an area. The spell being stored has no
immediate effect when cast in this way. When the glyph is
triggered, the stored spell is cast. If the spell has a target, it
targets the creature that triggered the glyph. If the spell
affects an area, the area is centered on that creature. If the
spell summons hostile creatures or creates harmful objects or
traps, they appear as close as possible to the intruder and attack
it. If the spell requires concentration, it lasts until the end of
its full duration.
**At Higher Levels:** When you cast this spell using a spell slot
of 4th Level or higher, the damage of an explosive runes glyph
increases by 1d8 for each slot level above 3rd. If you create a
spell glyph, you can store any spell of up to the same level as
the slot you use for the glyph of warding.
"""
name = "Glyph Of Warding"
level = 3
@@ -263,11 +283,11 @@ class GlyphOfWarding(Spell):
class Goodberry(Spell):
"""Up to ten berries appear in your hand and are infused with magic for the
duration. A creature can use its action to eat one berry. Eating a berry
restores 1 hit point, and the berry provides enough nourishment to sustain a
"""Up to ten berries appear in your hand and are infused with magic for the
duration. A creature can use its action to eat one berry. Eating a berry
restores 1 hit point, and the berry provides enough nourishment to sustain a
creature for one day.
The berries lose their potency if they have not been
The berries lose their potency if they have not been
consumed within 24 hours of the casting of this spell.
"""
name = "Goodberry"
@@ -283,13 +303,13 @@ class Goodberry(Spell):
class GraspingVine(Spell):
"""You conjure a vine that sprouts from the ground in an unoccupied space of your
choice that you can see within range. When you cast this spell, you can direct
the vine to lash out at a creature within 30 feet of it that you can see. That
creature must succeed on a Dexterity saving throw or be pulled 20 feet directly
"""You conjure a vine that sprouts from the ground in an unoccupied space of your
choice that you can see within range. When you cast this spell, you can direct
the vine to lash out at a creature within 30 feet of it that you can see. That
creature must succeed on a Dexterity saving throw or be pulled 20 feet directly
toward the vine.
Until the spell ends, you can direct the vine to lash out at
Until the spell ends, you can direct the vine to lash out at
the same creature or another one as a bonus action on each of your turns.
"""
name = "Grasping Vine"
@@ -305,11 +325,11 @@ class GraspingVine(Spell):
class Grease(Spell):
"""Slick grease covers the ground in a 10-foot square centered on a point within
"""Slick grease covers the ground in a 10-foot square centered on a point within
range and turns it into difficult terrain for the duration.
When the grease
appears, each creature standing in its area must succeed on a Dexterity saving
When the grease
appears, each creature standing in its area must succeed on a Dexterity saving
throw or fall prone. A creature that enters the area or ends its turn there must
also succeed on a Dexterity saving throw or fall prone.
"""
@@ -326,9 +346,10 @@ class Grease(Spell):
class GreaterInvisibility(Spell):
"""You or a creature you touch becomes invisible until the spell ends. Anything the
target is wearing or carrying is invisible as long as it is on the target's
person.
"""You or a creature you touch becomes invisible until the spell
ends. Anything the target is wearing or carrying is invisible as
long as it is on the target's person.
"""
name = "Greater Invisibility"
level = 4
@@ -343,16 +364,15 @@ class GreaterInvisibility(Spell):
class GreaterRestoration(Spell):
"""You imbue a creature you touch with positive energy to undo a debilitating
effect. You can reduce the target's exhaustion level by one, or end one of the
following effects on the target:
* One effect that charmed or petrified the
target
* One curse, including the target's attunement to a cursed magic item
*
Any reduction to one of the target's ability scores
* One effect reducing the
target's hit point maximum
"""You imbue a creature you touch with positive energy to undo a
debilitating effect. You can reduce the target's exhaustion level
by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
"""
name = "Greater Restoration"
level = 5
@@ -368,16 +388,16 @@ class GreaterRestoration(Spell):
class GreenFlameBlade(Spell):
"""As part of the action used to cast this spell, you must make a melee attack with
a weapon against one creature within the spell's range, otherwise the spell
fails. On a hit, the target suffers the attack's normal effects, and green fire
leaps from the target to a different creature of your choice that you can see
within 5 feet of it. The second creature takes fire damage equal to your
spellcasting ability modifier. This spell's damage increases when you reach
a weapon against one creature within the spell's range, otherwise the spell
fails. On a hit, the target suffers the attack's normal effects, and green fire
leaps from the target to a different creature of your choice that you can see
within 5 feet of it. The second creature takes fire damage equal to your
spellcasting ability modifier. This spell's damage increases when you reach
higher levels.
At Higher Levels: At 5th level, the melee attack deals an extra
1d8 fire damage to the target, and the fire damage to the second creature
increases to 1d8 + your spellcasting ability modifier. Both damage rolls
At Higher Levels: At 5th level, the melee attack deals an extra
1d8 fire damage to the target, and the fire damage to the second creature
increases to 1d8 + your spellcasting ability modifier. Both damage rolls
increase by 1d8 at 11th level and 17th level.
"""
name = "Green-Flame Blade"
@@ -393,15 +413,15 @@ class GreenFlameBlade(Spell):
class GuardianOfFaith(Spell):
"""A Large spectral guardian appears and hovers for the duration in an unoccupied
space of your choice that you can see within range. The guardian occupies that
space and is indistinct except for a gleaming sword and shield emblazoned with
"""A Large spectral guardian appears and hovers for the duration in an unoccupied
space of your choice that you can see within range. The guardian occupies that
space and is indistinct except for a gleaming sword and shield emblazoned with
the symbol of your deity.
Any creature hostile to you that moves to a space
within 10 feet of the guardian for the firs time on a turn must succeed on a
Dexterity saving throw. The creature takes 20 radiant damage on a failed save,
or half as much damage on a successful one. The guardian vanishes when it has
Any creature hostile to you that moves to a space
within 10 feet of the guardian for the firs time on a turn must succeed on a
Dexterity saving throw. The creature takes 20 radiant damage on a failed save,
or half as much damage on a successful one. The guardian vanishes when it has
dealt a total of 60 damage.
"""
name = "Guardian Of Faith"
@@ -417,28 +437,29 @@ class GuardianOfFaith(Spell):
class GuardianOfNature(Spell):
"""A nature spirit answers your call and transforms you into a powerful guardian.
The transformation lasts until the spell ends. You choose one of the following
forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers
your body, your facial features become feral, and you gain the following
benefits:
"""A nature spirit answers your call and transforms you into a
powerful guardian. The transformation lasts until the spell
ends. You choose one of the following forms to assume: Primal
Beast or Great Tree.
**Primal Beast.** Bestial fur covers your body, your facial
features become feral, and you gain the following benefits:
- Your walking speed increases by 10 feet.
- You gain darkvision with
a range of 120 feet.
- You gain darkvision with a range of 120 feet.
- You make Strength-based attack rolls with advantage.
-
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree.
Your skin appears barky, leaves sprout from your hair, and you gain the
following benefits:
. You gain 10 temporary hit points.
- You make Constitution
saving throws with advantage.
- You make Dexterity- and Wisdom-based attack
rolls with advantage.
- While you are on the ground, the ground within 15 feet
of you is difficult terrain for your enemies.
- Your melee weapon attacks deal an extra 1d6 force damage on a
hit.
**Great Tree.** Your skin appears barky, leaves sprout from your
hair, and you gain the following benefits:
- You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attack rolls with advantage.
- While you are on the ground, the ground within 15 feet of you is
difficult terrain for your enemies.
"""
name = "Guardian Of Nature"
level = 4
@@ -453,70 +474,70 @@ class GuardianOfNature(Spell):
class GuardsAndWards(Spell):
"""You create a ward that protects up to 2,500 square feet of floor space (an area
50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares).
The warded area can be up to 20 feet tall, and shaped as you desire. You can
ward several stories of a stronghold by dividing the area among them, as long as
you can walk into each contiguous area while you are casting the spell.
"""You create a ward that protects up to 2,500 square feet of floor
space (an area 50 feet square, or one hundred 5-foot squares or
twenty-five 10-foot squares). The warded area can be up to 20 feet
tall, and shaped as you desire. You can ward several stories of a
stronghold by dividing the area among them, as long as you can
walk into each contiguous area while you are casting the spell.
When
you cast this spell, you can specify individuals that are unaffected by any or
all of the effects that you choose. You can also specify a password that, when
spoken aloud, makes the speaker immune to these effects.
When you cast this spell, you can specify individuals that are
unaffected by any or all of the effects that you choose. You can
also specify a password that, when spoken aloud, makes the speaker
immune to these effects.
Guards and wards
creates the following effects within the warded area.
Guards and wards creates the following effects within the warded
area.
Corridors
Fog fills all
the warded corridors, making them heavily obscured. In addition, at each
intersection or branching passage offering a choice of direction, there is a 50
percent chance that a creature other than you will believe it is going in the
opposite direction from the one it chooses.
Corridors: Fog fills all the warded corridors, making them heavily
obscured. In addition, at each intersection or branching passage
offering a choice of direction, there is a 50 percent chance that
a creature other than you will believe it is going in the opposite
direction from the one it chooses.
Doors
All doors in the warded area
are magically locked, as if sealed by an arcane lock spell. In addition, you can
cover up to ten doors with an illusion (equivalent to the illusory object
function of the m inor illusion spell) to make them appear as plain sections of
wall.
Doors: All doors in the warded area are magically locked, as if
sealed by an arcane lock spell. In addition, you can cover up to
ten doors with an illusion (equivalent to the illusory object
function of the m inor illusion spell) to make them appear as
plain sections of wall.
Stairs
Webs fill all stairs in the warded area from top to bottom, as the
web spell. These strands regrow in 10 minutes if they are burned or torn away
while guards and wards lasts.
Stairs: Webs fill all stairs in the warded area from top to
bottom, as the web spell. These strands regrow in 10 minutes if
they are burned or torn away while guards and wards lasts.
Other Spell Effect: You can place your choice of one of the
following magical effects within the warded area of the
stronghold.
- Place dancing lights in four corridors. You can designate a
simple program that the lights repeat as long as guards and
wards lasts.
- Place magic mouth in two locations.
- Place stinking cloud in two locations. The vapors appear in the
places you designate; they return within 10 minutes if dispersed
by wind while guards and wards lasts.
Other Spell Effect
You can place your choice of
one of the following magical effects within the warded area of the stronghold.
-
Place dancing lights in four corridors. You can designate a simple program that
the lights repeat as long as
guards and wards lasts.
- Place magic mouth in two
locations.
- Place stinking cloud in two locations. The vapors appear in the
places you designate; they return within 10 minutes if dispersed by wind while
guards and wards lasts.
- Place a constant gust of wind in one corridor or room.
- Place a suggestion in one location. You select an area of up to 5 feet
square, and any creature that enters
or passes through the area receives the
suggestion mentally.
- Place a suggestion in one location. You select an area of up to
5 feet square, and any creature that enters or passes through
the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast
on a specific effect, if successful, removes only that effect.
You can create a
permanently guarded and warded structure by casting this spell there every
day for one year.
The whole warded area radiates magic. A dispel magic cast on a
specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by
casting this spell there every day for one year.
"""
name = "Guards And Wards"
level = 6
casting_time = "10 minutes"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = """Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp"""
materials = "Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp"
duration = "24 hours"
ritual = False
magic_school = "Abjuration"
@@ -524,8 +545,8 @@ class GuardsAndWards(Spell):
class Guidance(Spell):
"""You touch one willing creature. Once before the spell ends, the target can roll
a d4 and add the number rolled to one ability check of its choice. It can roll
"""You touch one willing creature. Once before the spell ends, the target can roll
a d4 and add the number rolled to one ability check of its choice. It can roll
the die before or after making the ability check. The spell then ends.
"""
name = "Guidance"
@@ -542,14 +563,14 @@ class Guidance(Spell):
class GuidingBolt(Spell):
"""A flash of light streaks toward a creature of your choice within range.
Make a
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
Make a
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
damage, and the next attack roll made against this target before the end of your
next turn has advantage, thanks to the mystical dim light glittering on the
next turn has advantage, thanks to the mystical dim light glittering on the
target until then.
At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for each slot level
At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for each slot level
above 1st.
"""
name = "Guiding Bolt"
@@ -564,18 +585,53 @@ class GuidingBolt(Spell):
classes = ('Cleric',)
class Gust(Spell):
"""You seize the air and compel it to create one of the following effects at a
point you can see within range:
- One Medium or smaller creature that you choose
must succeed on a Strength saving throw or be pushed up to 5 feet away from
class GuidingHand(Spell):
"""You create a Tiny incorporeal hand of shimmering light in an
unoccupied space you can see within range. The hand exists for the
duration, but it disappears if you teleport or you travel to a
different plane of existence.
When the hand appears, you name one major landmark, such as a
city, mountain, castle, or battlefield on the same plane of
existence as you. Someone in history must have visited the site
and mapped it. If the landmark appears on no map in existence, the
spell fails. Otherwise, whenever you move toward the hand, it
moves away from you at the same speed you moved, and it moves in
the direction of the landmark, always remaining 5 feet away from
you.
- You create a small blast of air capable of moving one object that is
neither held nor carried and that weighs no more than 5 pounds. The object is
pushed up to 10 feet away from you. It isn't pushed with enough force to cause
damage.
- You create a harmless sensory affect using air, such as causing leaves
to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
If you don't move toward the hand, it remains in place until you
do and beckons for you to follow once every 1d4 minutes.
"""
name = "Guiding Hand"
level = 1
casting_time = "1 minute"
casting_range = "5 feet"
components = ('V', 'S')
materials = """"""
duration = "Concentration, up to 8 hours"
ritual = True
magic_scool = "Divination"
classes = ('Bard', 'Cleric', 'Druid', 'Wizard')
class Gust(Spell):
"""You seize the air and compel it to create one of the following
effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a
Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object
that is neither held nor carried and that weighs no more than 5
pounds. The object is pushed up to 10 feet away from you. It
isn't pushed with enough force to cause damage.
- You create a harmless sensory affect using air, such as causing
leaves to rustle, wind to slam shutters shut, or your clothing
to ripple in a breeze.
"""
name = "Gust"
level = 0
@@ -590,22 +646,23 @@ class Gust(Spell):
class GustOfWind(Spell):
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a
direction you choose for the spell's duration. Each creature that starts its
turn in the line must succeed on a Strength saving throw or be pushed 15 feet
away from you in a direction following the line.
"""A line of strong wind 60 feet long and 10 feet wide blasts from you
in a direction you choose for the spell's duration. Each creature
that starts its turn in the line must succeed on a Strength saving
throw or be pushed 15 feet away from you in a direction following
the line.
Any creature in the line must
spend 2 feet of movement for every 1 foot it moves when moving closer to you.
Any creature in the line must spend 2 feet of movement for every 1
foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles,
torches, and similar unprotected flames in the area. It causes
protected flames, such as those of lanterns, to dance wildly and
has a 50 percent chance to extinguish them.
The gust disperses gas or vapor, and it extinguishes candles, torches, and
similar unprotected flames in the area. It causes protected flames, such as
those of lanterns, to dance wildly and has a 50 percent chance to extinguish
them.
As a bonus action on each of your turns before the spell ends, you can
change the direction in which the line blasts from you.
As a bonus action on each of your turns before the spell ends, you
can change the direction in which the line blasts from you.
"""
name = "Gust Of Wind"
level = 2
@@ -617,5 +674,3 @@ class GustOfWind(Spell):
ritual = False
magic_school = "Evocation"
classes = ('Druid', 'Sorcerer', 'Wizard')
+420 -341
View File
@@ -3,22 +3,22 @@ from .spells import Spell
class WallOfFire(Spell):
"""You create a wall of fire on a solid surface within range. You can make the wall
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
for the duration.
When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
damage, or half as much damage on a successful save.
One side of the wall,
One side of the wall,
selected by you when you cast this spell, deals 5d8 fire damage to each creature
that ends its turn within 10 feet of that side or inside the wall. A creature
takes the same damage when it enters the wall for the first time on a turn or
that ends its turn within 10 feet of that side or inside the wall. A creature
takes the same damage when it enters the wall for the first time on a turn or
ends its turn there. The other side of the wall deals no damage.
At Higher
Levels: When you cast this spell using a spell slot of 5th level or higher, the
At Higher
Levels: When you cast this spell using a spell slot of 5th level or higher, the
damage increases by 1d8 for each slot level above 4th.
"""
name = "Wall Of Fire"
@@ -34,21 +34,24 @@ class WallOfFire(Spell):
class WallOfForce(Spell):
"""An invisible wall of force springs into existence at a point you choose within
range.
The wall appears in any orientation you choose, as a horizontal or
vertical barrier or at an angle. It can be free floating or resting on a solid
surface. You can form it into a hemispherical dome or a sphere with a radius of
up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot
panels. Each panel must be continguous with another panel. In any form, the
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
creature's space when it appears, the creature is pushed to one side of the wall
(your choice which side).
"""An invisible wall of force springs into existence at a point you
choose within range. The wall appears in any orientation you
choose, as a horizontal or vertical barrier or at an angle. It can
be free floating or resting on a solid surface. You can form it
into a hemispherical dome or a sphere with a radius of up to 10
feet, or you can shape a flat surface made up of ten
10-foot-by-10-foot panels. Each panel must be continguous with
another panel. In any form, the wall is 1/4 inch thick. It lasts
for the duration. If the wall cuts through a creature's space when
it appears, the creature is pushed to one side of the wall (your
choice which side).
Nothing can physically pass through the wall. It is
immune to all damage and can't be dispelled by dispel magic. A disintegrate
spell destroys the wall instantly, however. The wall also extends into the
Ethereal Plane, blocking ethereal travel through the wall.
Nothing can physically pass through the wall. It is immune to all
damage and can't be dispelled by dispel magic. A disintegrate
spell destroys the wall instantly, however. The wall also extends
into the Ethereal Plane, blocking ethereal travel through the
wall.
"""
name = "Wall Of Force"
level = 5
@@ -63,30 +66,33 @@ class WallOfForce(Spell):
class WallOfIce(Spell):
"""You create a wall of ice on a solid surface within range. You can form it into a
hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a
flat surfcae made up of ten 10-foot-square panels. Each panel must be
contiguous with another panel. In any form, the wall is 1 foot thick and lasts
for the duration.
"""You create a wall of ice on a solid surface within range. You can
form it into a hemispherical dome or a sphere with radius of up to
10 feet, or you can shape a flat surfcae made up of ten
10-foot-square panels. Each panel must be contiguous with another
panel. In any form, the wall is 1 foot thick and lasts for the
duration.
If the wall cuts through a creature's space when it appears,
the creature within its area is pushed to one side of the wall and must make a
Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage,
or half as much damage on a successful save.
If the wall cuts through a creature's space when it appears, the
creature within its area is pushed to one side of the wall and
must make a Dexterity saving throw. On a failed save, the creature
takes 10d6 cold damage, or half as much damage on a successful
save.
The wall is an object that can be
damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section,
and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit
points destroys it and leaves behind a sheet of frigid air int he space the
wall occupied. A creature moving through the sheet of frigid air for the first
time on a turn must make a Constitution saaving throw. The creature takes 5f6
cold damage on a failed save, or half as much damage on a successful one.
The wall is an object that can be damaged and thus breached. It
has AC 12 and 30 hit points per 10-foot section, and it is
vulnerable to fire damage. Reducing a 10-foot section of wall to 0
hit points destroys it and leaves behind a sheet of frigid air int
he space the wall occupied. A creature moving through the sheet of
frigid air for the first time on a turn must make a Constitution
saaving throw. The creature takes 5f6 cold damage on a failed
save, or half as much damage on a successful one.
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, the damage the wall deals when it appears increases by 2d6, and the
damage from passing through the sheet of frigid air increases by 1d6, for each
slot level above 6th.
**At Higher Levels:** When you cast this spell using a spell slot
of 7th level or higher, the damage the wall deals when it appears
increases by 2d6, and the damage from passing through the sheet of
frigid air increases by 1d6, for each slot level above 6th.
"""
name = "Wall Of Ice"
level = 6
@@ -101,29 +107,34 @@ class WallOfIce(Spell):
class WallOfLight(Spell):
"""A shimmering wall of bright light appears at a point you choose within range.
The wall appears in any orientation you choose: horizontally, vertically, or
diagonally. It can be free floating, or it can rest on a solid surface. The wall
can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line
of sight, but creatures and objects can pass through it. It emits bright light
out to 120 feet and dim light for an additional 120 feet.
When the wall appears,
each creature in its area must make a Constitution saving throw. On a failed
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
successful save, it takes half as much damage and isn't blinded. A blinded
creature can make a Constitution saving throw at the end of each of its turns,
ending the effect on itself on a success.
A creature that ends its turn in the
wall's area takes 4d8 radiant damage.
Until the spell ends, you can use an
action to launch a beam of radiance from the wall at one creature you can see
within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8
radiant damage. Whether you hit or miss, reduce the length of the wall by 10
feet. If the wall's length drops to 0 feet, the spell ends.
"""A shimmering wall of bright light appears at a point you choose
within range. The wall appears in any orientation you choose:
horizontally, vertically, or diagonally. It can be free floating,
or it can rest on a solid surface. The wall can be up to 60 feet
long, 10 feet high, and 5 feet thick. The wall blocks line of
sight, but creatures and objects can pass through it. It emits
bright light out to 120 feet and dim light for an additional 120
feet.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, the damage
increases by 1d8 for each slot level above 5th.
When the wall appears, each creature in its area must make a
Constitution saving throw. On a failed save, a creature takes 4d8
radiant damage, and it is blinded for 1 minute. On a successful
save, it takes half as much damage and isn't blinded. A blinded
creature can make a Constitution saving throw at the end of each
of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant
damage. Until the spell ends, you can use an action to launch a
beam of radiance from the wall at one creature you can see within
60 feet of it. Make a ranged spell attack. On a hit, the target
takes 4d8 radiant damage. Whether you hit or miss, reduce the
length of the wall by 10 feet. If the wall's length drops to 0
feet, the spell ends.
**At Higher Levels:** When you cast this spell using a spell slot
of 6th level or higher, the damage increases by 1d8 for each slot
level above 5th.
"""
name = "Wall Of Light"
level = 5
@@ -138,8 +149,8 @@ class WallOfLight(Spell):
class WallOfSand(Spell):
"""You conjure up a wall of swirling sand on the ground at a point you can see
within range. You can make the wall up to 30 feet long, 10 feet high, and 10
"""You conjure up a wall of swirling sand on the ground at a point you can see
within range. You can make the wall up to 30 feet long, 10 feet high, and 10
feet thick, and it vanishes when the spell ends. It blocks line of sight but not
movement. A creature is blinded while in the wall's space and must spend 3 feet
of movement for every 1 foot it moves there.
@@ -157,38 +168,38 @@ class WallOfSand(Spell):
class WallOfStone(Spell):
"""A nonmagical wall of solid stone springs into existence at a point you choose
within range.
The wall is 6 inches thick and is composed of ten 10-foot-
by-10-foot panels. Each panel must be contiguous with at least on other panel.
Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches
thick.
"""A nonmagical wall of solid stone springs into existence at a point
you choose within range. The wall is 6 inches thick and is
composed of ten 10-foot- by-10-foot panels. Each panel must be
contiguous with at least on other panel. Alternatively, you can
create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the
creature is pushed to one side of the wall (your choice). If a creature would be
surrounded on all sides by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a success, it can use its
reaction to move up to its speed so that it is no longer enclosed by the wall.
If the wall cuts through a creature's space when it appears, the
creature is pushed to one side of the wall (your choice). If a
creature would be surrounded on all sides by the wall (or the wall
and another solid surface), that creature can make a Dexterity
saving throw. On a success, it can use its reaction to move up to
its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the
same space as a creature or object. the wall doesn't need to be
vertical or resting on any firm foundation. It must, however,
merge with and be solidly supported by existing stone. Thus you
can use this spell to bridge a chasm or create a ramp.
The wall can have any shape you desire, though it can't occupy the same space as
a creature or object. the wall doesn't need to be vertical or resting on any
firm foundation. It must, however, merge with and be solidly supported by
existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must
halve the size of each panel to create supports. You can crudely
shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus
breached. Each panel has AC 15 and 30 hit points per inch of
thickness. Reducing a panel to 0 hit points destroys it and might
cause connected panels to collapse at the DM's discretion.
If you create a span greater than 20 feet in length, you must halve the size
of each panel to create supports. You can crudely shape the wall to create
crenellations, battlements, and so on.
The wall is an object made of stone that
can be damaged and thus breached. Each panel has AC 15 and 30 hit points per
inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
connected panels to collapse at the DM's discretion.
If you maintain your
concentration on this spell for its whole duration, the wall becomes permanent
and can't be dispelled. Otherwise, the wall disappears when the spell ends.
If you maintain your concentration on this spell for its whole
duration, the wall becomes permanent and can't be
dispelled. Otherwise, the wall disappears when the spell ends.
"""
name = "Wall Of Stone"
level = 5
@@ -203,25 +214,25 @@ class WallOfStone(Spell):
class WallOfThorns(Spell):
"""You create a wall of tough, pliable, tangled brush bristling with needle-sharp
thorns. The wall appears within range on a solid surface and lasts for the
duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
"""You create a wall of tough, pliable, tangled brush bristling with needle-sharp
thorns. The wall appears within range on a solid surface and lasts for the
duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and
5 feet thick. The wall blocks line of sight.
When the wall appears, each
When the wall appears, each
creature within its area must make a Dexterity saving throw. On a failed save, a
creature takes 7d8 piercing damage, or half as much damage on a successful
creature takes 7d8 piercing damage, or half as much damage on a successful
save.
A creature can move through the wall, albeit slowly and painfully. For
every 1 foot a creature moves through the wall, it must spend 4 feet of
movement. Furthermore, the first time a creature enters the wall on a turn or
ends its turn there, the creature must make a Dexterity saving throw. It takes
A creature can move through the wall, albeit slowly and painfully. For
every 1 foot a creature moves through the wall, it must spend 4 feet of
movement. Furthermore, the first time a creature enters the wall on a turn or
ends its turn there, the creature must make a Dexterity saving throw. It takes
7d8 slashing damage on a failed save, or half as much on a successful save.
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, both types o f damage increase by 1d8 for each slot level above 6th.
"""
name = "Wall Of Thorns"
@@ -238,20 +249,24 @@ class WallOfThorns(Spell):
class WallOfWater(Spell):
"""(a drop of water)
You conjure up a wall of water on the ground at a point you
can see within range. You can make the wall up to 30 feet long, 10 feet high,
and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20
feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's
space is difficult terrain.
Any ranged weapon attack that enters the wall's
space has disadvantage on the attack roll, and fire damage
is halved if the fire
effect passes through the wall to reach its target. Spells that deal cold
damage that pass through the wall cause the area of the wall they pass through
to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square
frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit
points destroys it. When a section is destroyed, the wall's water doesn't fill
it.
You conjure up a wall of water on the ground at a point you can
see within range. You can make the wall up to 30 feet long, 10
feet high, and 1 foot thick, or you can make a ringed wall up to
20 feet in diameter, 20 feet high, and 1 foot thick. The wall
vanishes when the spell ends. The wall's space is difficult
terrain.
Any ranged weapon attack that enters the wall's space has
disadvantage on the attack roll, and fire damage is halved if the
fire effect passes through the wall to reach its target. Spells
that deal cold damage that pass through the wall cause the area of
the wall they pass through to freeze solid (at least a 5-foot
square section is frozen). Each 5-foot-square frozen section has
AC 5 and 15 hit points. Reducing a frozen section to 0 hit points
destroys it. When a section is destroyed, the walls water doesnt
fill it.
"""
name = "Wall Of Water"
level = 3
@@ -266,17 +281,17 @@ class WallOfWater(Spell):
class WardingBond(Spell):
"""This spell wards a willing creature you touch and creates a mystic connection
"""This spell wards a willing creature you touch and creates a mystic connection
between you and the target until the spell ends.
While the target is within 60
feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance
to all damage. Also, each time it takes damage, you take the same amount of
While the target is within 60
feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance
to all damage. Also, each time it takes damage, you take the same amount of
damage.
The spell ends if you drop to 0 hit points or if you and the target
become separated by more than 60 feet. It also ends if the spell is cast again
on either of the connected creatures. You can also dismiss the spell as an
The spell ends if you drop to 0 hit points or if you and the target
become separated by more than 60 feet. It also ends if the spell is cast again
on either of the connected creatures. You can also dismiss the spell as an
action.
"""
name = "Warding Bond"
@@ -292,20 +307,20 @@ class WardingBond(Spell):
class WardingWind(Spell):
"""A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves
with you, remaining centered on you. The wind lasts for the spell's duration.
"""A strong wind (20 miles per hour) blows around you in a 10-foot
radius and moves with you, remaining centered on you. The wind
lasts for the spell's duration.
The wind has the following effects:
- It deafens you and other creatures in its
area.
- It extinguishes unprotected flames in its area that are torch-sized or
smaller.
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are
torch-sized or smaller.
- The area is difficult terrain for creatures other than you.
- The
attack rolls of ranged weapon attacks have disadvantage if they pass in or out
of the wind.
- It hedges out vapor, gas, and fog that can be dispersed by strong
wind.
- The attack rolls of ranged weapon attacks have disadvantage if
they pass in or out of the wind.
- It hedges out vapor, gas, and fog that can be dispersed by
strong wind.
"""
name = "Warding Wind"
level = 2
@@ -320,8 +335,8 @@ class WardingWind(Spell):
class WaterBreathing(Spell):
"""This spell grants up to ten willing creatures you can see within range the
ability to breathe underwater until the spell ends. Affected creatures also
"""This spell grants up to ten willing creatures you can see within range the
ability to breathe underwater until the spell ends. Affected creatures also
retain their normal mode of respiration.
"""
name = "Water Breathing"
@@ -338,13 +353,13 @@ class WaterBreathing(Spell):
class WaterWalk(Spell):
"""This spell grants the ability to move across any liquid surface such as water,
acid, mud, snow, quicksand, or lava as if it were harmless solid ground
acid, mud, snow, quicksand, or lava as if it were harmless solid ground
(creatures crossing molten lava can still take damage from the heat).
Up to ten
Up to ten
willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to
If you target a creature submerged in a liquid, the spell carries the target to
the surface of the liquid at a rate of 60 feet per round.
"""
name = "Water Walk"
@@ -360,29 +375,37 @@ class WaterWalk(Spell):
class WaterySphere(Spell):
"""You conjure up a sphere of water with a 5-foot radius on a point you can see
within range. The sphere can hover in the air, but no more than 10 feet off the
ground. The sphere remains for the spell's duration.
Any creature in the
sphere's space must make a Strength saving throw. On a successful save, a
creature is ejected from that space to the nearest unoccupied space outside it.
A Huge or larger creature succeeds on the saving throw automatically. On a
failed save, a creature is restrained by the sphere and is engulfed by the
water. At the end of each of its turns, a restrained target can repeat the
saving throw.
The sphere can restrain a maximum of four Medium or smaller
creatures or one Large creature. If the sphere restrains a creature in excess of
these numbers, a random creature that was already restrained by the sphere
falls out of it and lands prone in a space within 5 feet of it.
As an action,
you can move the sphere up to 30 feet in a straight line. If it moves over a
pit, cliff, or other drop, it safely descends until it is hovering 10 feet over
ground. Any creature restrained by the sphere moves with it. You can ram the
sphere into creatures, forcing them to make the saving throw, but no more than
once per turn.
When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any creature restrained by
the sphere is knocked prone in the space where it falls.
"""You conjure up a sphere of water with a 5-foot radius on a point
you can see within range. The sphere can hover in the air, but no
more than 10 feet off the ground. The sphere remains for the
spell's duration.
Any creature in the sphere's space must make a Strength saving
throw. On a successful save, a creature is ejected from that space
to the nearest unoccupied space outside it. A Huge or larger
creature succeeds on the saving throw automatically. On a failed
save, a creature is restrained by the sphere and is engulfed by
the water. At the end of each of its turns, a restrained target
can repeat the saving throw.
The sphere can restrain a maximum of four Medium or smaller
creatures or one Large creature. If the sphere restrains a
creature in excess of these numbers, a random creature that was
already restrained by the sphere falls out of it and lands prone
in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight
line. If it moves over a pit, cliff, or other drop, it safely
descends until it is hovering 10 feet over ground. Any creature
restrained by the sphere moves with it. You can ram the sphere
into creatures, forcing them to make the saving throw, but no more
than once per turn.
When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any creature
restrained by the sphere is knocked prone in the space where it
falls.
"""
name = "Watery Sphere"
level = 4
@@ -397,28 +420,30 @@ class WaterySphere(Spell):
class Web(Spell):
"""You conjure a mass of thick, sticky webbing at a point of your choice within
range.
The webs fill a 20-foot cube from that point for the duration. The webs
are difficult terrain and lightly obscure their area.
"""You conjure a mass of thick, sticky webbing at a point of your
choice within range. The webs fill a 20-foot cube from that point
for the duration. The webs are difficult terrain and lightly
obscure their area.
If the webs aren't
anchored between two solid masses (such as walls or trees) or layered across a
floor, wall, or ceiling, the conjured web collapses on itself, and the spell
ends at the start of your next turn. Webs layered over a flat surface have a
depth of 5 feet.
If the webs aren't anchored between two solid masses (such as
walls or trees) or layered across a floor, wall, or ceiling, the
conjured web collapses on itself, and the spell ends at the start
of your next turn. Webs layered over a flat surface have a depth
of 5 feet.
Each creature that starts its turn in the webs or that enters
them during its turn must make a Dexterity saving throw. On a failed save, the
creature is restrained as long as it remains in the webs or until it breaks
free.
Each creature that starts its turn in the webs or that enters them
during its turn must make a Dexterity saving throw. On a failed
save, the creature is restrained as long as it remains in the webs
or until it breaks free.
A creature restrained by the webs can use its action to make a Strength
check against your spell save DC. If it succeeds, it is no longer restrained.
A creature restrained by the webs can use its action to make a
Strength check against your spell save DC. If it succeeds, it is
no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1
round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
The webs are flammable. Any 5-foot cube of webs exposed to fire
burns away in 1 round, dealing 2d4 fire damage to any creature
that starts its turn in the fire.
"""
name = "Web"
level = 2
@@ -433,16 +458,18 @@ class Web(Spell):
class Weird(Spell):
"""Drawing on the deepest fears of a group of creatures, you create illusory
creatures in their minds, visible only to them.
Each creature in a 30-foot-
radius sphere centered on a point of your choice within range must make a Wisdom
saving throw. On a failed save, a creature becomes frightened for the duration.
"""Drawing on the deepest fears of a group of creatures, you create
illusory creatures in their minds, visible only to them. Each
creature in a 30-foot-radius sphere centered on a point of your
choice within range must make a Wisdom saving throw. On a failed
save, a creature becomes frightened for the duration.
The illusion calls on the creature's deepest fears, manifesting its worst
nightmares as an implacable threat. At the end of each of the frightened
creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
damage. On a successful save, the spell ends for that creature.
The illusion calls on the creature's deepest fears, manifesting
its worst nightmares as an implacable threat. At the end of each
of the frightened creature's turns, it must succeed on a Wisdom
saving throw or take 4d10 psychic damage. On a successful save,
the spell ends for that creature.
"""
name = "Weird"
level = 9
@@ -457,27 +484,32 @@ class Weird(Spell):
class Whirlwind(Spell):
"""A whirlwind howls down to a point that you can see on the ground within range.
The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point.
Until the spell ends, you can use your action to move the whirlwind up to 30
feet in any direction along the ground. The whirlwind sucks up any Medium or
smaller objects that aren't secured to anything and that aren't worn or carried
by anyone.
A creature must make a Dexterity saving throw the first time on a
turn that it enters the
whirlwind or that the whirlwind enters its space,
including when the whirlwind first appears. A creature takes 10d6 bludgeoning
damage on a failed save, or half as much damage on a successful one. In
addition, a Large or smaller creature that fails the save must succeed on a
Strength saving throw or become restrained in the whirlwind until the spell
ends. When a creature starts its turn restrained by the whirlwind, the creature
is pulled 5 feet higher inside it, unless the creature is at the top.
A
restrained creature moves with the whirlwind and falls when the spell ends,
unless the creature has some means to stay aloft. A restrained creature can use
an action to make a Strength or Dexterity check against your spell save DC. If
successful, the creature is no longer restrained by the whirlwind and is hurled
"""A whirlwind howls down to a point that you can see on the ground
within range. The whirlwind is a 10-foot-radius, 30-foot-high
cylinder centered on that point. Until the spell ends, you can
use your action to move the whirlwind up to 30 feet in any
direction along the ground. The whirlwind sucks up any Medium or
smaller objects that aren't secured to anything and that aren't
worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a
turn that it enters the whirlwind or that the whirlwind enters its
space, including when the whirlwind first appears. A creature
takes 10d6 bludgeoning damage on a failed save, or half as much
damage on a successful one. In addition, a Large or smaller
creature that fails the save must succeed on a Strength saving
throw or become restrained in the whirlwind until the spell
ends. When a creature starts its turn restrained by the whirlwind,
the creature is pulled 5 feet higher inside it, unless the
creature is at the top.
A restrained creature moves with the whirlwind and falls when the
spell ends, unless the creature has some means to stay aloft. A
restrained creature can use an action to make a Strength or
Dexterity check against your spell save DC. If successful, the
creature is no longer restrained by the whirlwind and is hurled
3d6 x 10 feet away from it in a random direction.
"""
name = "Whirlwind"
level = 7
@@ -491,22 +523,57 @@ class Whirlwind(Spell):
classes = ('Druid', 'Wizard', 'Sorcerer')
class WildCunning(Spell):
"""You call out to the spirits of nature to aid you. When you cast this
spell, choose one of the following effects:
-- If there are any tracks on the ground within range, you know where they
are, and you make Wisdom (Survival) checks to follow these tracks with
advantage for 1 hour or until you cast this spell again.
-- If there is edible forage within range, you know it and where to find
it.
-- If there is clean drinking water within range, you know it and where to
find it.
-- If there is suitable shelter for you and your companions with range, you
know it and where to find it.
-- Send the spirits to bring back wood for a fire and to set up a campsite
in the area using your supplies. The spirits build the fire in a circle of
stones, put up tents, unroll bedrolls, and put out any rations and water
for consumption.
-- Have the spirits instantly break down a campsite, which includes putting
out a fire, taking down tents, packing up bags, and burying any rubbish.
"""
name = "Wild Cunning"
level = 1
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
materials = """"""
duration = "Insantaneous"
magic_school = "Transmutation"
classes = ('Druid', 'Ranger')
class WindWalk(Spell):
"""You and up to ten willing creatures you can see within range assume a gaseous
form for the duration, appearing as wisps of cloud.
While in this cloud form, a
creature has a flying speed of 300 feet and has resistance to damage from
nonmagical weapons. The only actions a creature can take in this form are the
Dash action or to revert to its normal form.
Reverting takes 1 minute, during
which time a creature is incapacitated and can't move. Until the spell ends, a
creature can revert to cloud form, which also requires the 1-minute
transformation.
"""You and up to ten willing creatures you can see within range assume
a gaseous form for the duration, appearing as wisps of cloud.
While in this cloud form, a creature has a flying speed of 300
feet and has resistance to damage from nonmagical weapons. The
only actions a creature can take in this form are the Dash action
or to revert to its normal form. Reverting takes 1 minute, during
which time a creature is incapacitated and can't move. Until the
spell ends, a creature can revert to cloud form, which also
requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends,
the creature descends 60 feet per round for 1 minute until it lands, which it
does safely. If it can't land after 1 minute, the creature falls the remaining
distance.
the creature descends 60 feet per round for 1 minute until it
lands, which it does safely. If it can't land after 1 minute, the
creature falls the remaining distance.
"""
name = "Wind Walk"
level = 6
@@ -521,23 +588,27 @@ class WindWalk(Spell):
class WindWall(Spell):
"""A wall of strong wind rises from the ground at a point you choose within range.
"""A wall of strong wind rises from the ground at a point you choose
within range.
You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You
can shape the wall in any way you choose so long as it makes one continuous path
along the ground. The wall lasts for the duration.
You can make the wall up to 50 feet long, 15 feet high, and 1 foot
thick. You can shape the wall in any way you choose so long as it
makes one continuous path along the ground. The wall lasts for the
duration.
When the wall appears, each
creature within its area must make a Strength saving throw. A creature takes
3d8 bludgeoning damage on a failed save, or half as much damage on a successful
one.
When the wall appears, each creature within its area must make a
Strength saving throw. A creature takes 3d8 bludgeoning damage on
a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller
flying creatures or objects can't pass through the wall. Loose, lightweight
materials brought into the wall fly upward. Arrows, bolts, and other ordinary
projectiles launched at targets behind the wall are deflected upward and
automatically miss. (Boulders hurled by giants or siege engines, and similar
projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
The strong wind keeps fog, smoke, and other gases at bay. Small or
smaller flying creatures or objects can't pass through the
wall. Loose, lightweight materials brought into the wall fly
upward. Arrows, bolts, and other ordinary projectiles launched at
targets behind the wall are deflected upward and automatically
miss. (Boulders hurled by giants or siege engines, and similar
projectiles, are unaffected.) Creatures in gaseous form can't pass
through it.
"""
name = "Wind Wall"
level = 3
@@ -552,61 +623,65 @@ class WindWall(Spell):
class Wish(Spell):
"""Wish is the mightiest spell a mortal creature can cast. By simply speaking
aloud, you can alter the very foundations of reality in accord with your
desires.
"""Wish is the mightiest spell a mortal creature can cast. By simply
speaking aloud, you can alter the very foundations of reality in
accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th
level or lower. You don't need to meet any requirements in that spell, including
costly components. The spell simply takes effect.
Alternatively, you can create
one of the following effects of your choice:
The basic use of this spell is to duplicate any other spell of 8th
level or lower. You don't need to meet any requirements in that
spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your
choice:
- You create one object of up to
25,000 gp in value that isn't a magic item. The object can be no more than 300
feet in any dimension, and it appears in an unoccupied space you can see on the
ground.
- You create one object of up to 25,000 gp in value that isn't a
magic item. The object can be no more than 300 feet in any
dimension, and it appears in an unoccupied space you can see on
the ground.
- You allow up to twenty creatures that you can see to regain all hit
points, and you end all effects on them described in the greater restoration
spell.
- You allow up to twenty creatures that you can see to regain all
hit points, and you end all effects on them described in the
greater restoration spell.
- You grant up to ten creatures that you can see resistance to a damage
type you choose.
- You grant up to ten creatures that you can see resistance to a
damage type you choose.
- You grant up to ten creatures you can see immunity to a
single spell or other magical effect for 8 hours. For instance, you could make
yourself and all your com panions immune to a lich's life drain attack.
- You grant up to ten creatures you can see immunity to a single
spell or other magical effect for 8 hours. For instance, you
could make yourself and all your com panions immune to a lich's
life drain attack.
- You
undo a single recent event by forcing a reroll of any roll made within the last
round (including your last turn). Reality reshapes itself to accommodate the new
result. For example, a wish spell could undo an opponent's successful save, a
foe's critical hit, or a friend's failed save. You can force the reroll to be
made with advantage or disadvantage, and you can choose whether to use the
reroll or the original roll.
- You undo a single recent event by forcing a reroll of any roll
made within the last round (including your last turn). Reality
reshapes itself to accommodate the new result. For example, a
wish spell could undo an opponent's successful save, a foe's
critical hit, or a friend's failed save. You can force the
reroll to be made with advantage or disadvantage, and you can
choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the
scope of the above examples. State your wish to the DM as precisely as possible.
The DM has great latitude in ruling what occurs in such an instance; the
greater the wish, the greater the likelihood that something goes wrong. This
spell might simply fail, the effect you desire
mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a
result of how you worded the wish. For example, wishing that a villain were dead
might propel you forward in time to a period when that villain is no longer
alive, effectively removing you from the game. Similarly, wishing for a
legendary magic item or artifact might instantly transport you to the presence
of the item's current owner.
You might be able to achieve something beyond the scope of the
above examples. State your wish to the DM as precisely as
possible. The DM has great latitude in ruling what occurs in such
an instance; the greater the wish, the greater the likelihood that
something goes wrong. This spell might simply fail, the effect you
desire might only be partly achieved, or you might suffer some
unforeseen consequence as a result of how you worded the wish. For
example, wishing that a villain were dead might propel you forward
in time to a period when that villain is no longer alive,
effectively removing you from the game. Similarly, wishing for a
legendary magic item or artifact might instantly transport you to
the presence of the item's current owner.
The stress of casting this spell to produce any
effect other than duplicating another spell weakens you. After enduring that
stress, each time you cast a spell until you finish a long rest, you take 1d10
necrotic damage per level of that spell. This damage can't be reduced or
prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or
lower already, for 2d4 days. For each of those days that you spend resting and
doing nothing more than light activity, your remaining recovery time decreases
by 2 days. Finally, there is a 33 percent chance that you are unable to cast
wish ever again if you suffer this stress.
The stress of casting this spell to produce any effect other than
duplicating another spell weakens you. After enduring that stress,
each time you cast a spell until you finish a long rest, you take
1d10 necrotic damage per level of that spell. This damage can't be
reduced or prevented in any way. In addition, your Strength drops
to 3, if it isn't 3 or lower already, for 2d4 days. For each of
those days that you spend resting and doing nothing more than
light activity, your remaining recovery time decreases by 2
days. Finally, there is a 33 percent chance that you are unable to
cast wish ever again if you suffer this stress.
"""
name = "Wish"
level = 9
@@ -621,18 +696,20 @@ class Wish(Spell):
class WitchBolt(Spell):
"""A beam of crackling, blue energy lances out toward a creature within range,
"""A beam of crackling, blue energy lances out toward a creature within range,
forming a sustained arc of lightning between you and the target.
Make a ranged
spell attack against that creature. On a hit, the target takes 1d12 lightning
damage, and on each of your turns for the duration, you can use your action to
deal 1d12 lightning damage to the target automatically. The spell ends if you
use your action to do anything else. The spell also ends if the target is ever
outside the spell's range or if it has total cover from you.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the initial
damage increases by 1d12 for each slot level above 1st.
Make a ranged spell attack against that creature. On a hit, the
target takes 1d12 lightning damage, and on each of your turns for
the duration, you can use your action to deal 1d12 lightning
damage to the target automatically. The spell ends if you use your
action to do anything else. The spell also ends if the target is
ever outside the spell's range or if it has total cover from you.
**At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, the initial damage increases by 1d12 for
each slot level above 1st.
"""
name = "Witch Bolt"
level = 1
@@ -647,11 +724,13 @@ class WitchBolt(Spell):
class WordOfRadiance(Spell):
"""You utter a divine word, and burning radiance erupts from you. Each creature of
your choice that you can see within range must succeed on a Constitution saving
throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
"""You utter a divine word, and burning radiance erupts from you. Each
creature of your choice that you can see within range must succeed
on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
"""
name = "Word Of Radiance"
level = 0
@@ -666,17 +745,18 @@ class WordOfRadiance(Spell):
class WordOfRecall(Spell):
"""You and up to five willing creatures within 5 feet of you instantly teleport to
a previously designated sanctuary.
You and any creatures that teleport with you
appear in the nearest unoccupied space to the spot you designated when you
prepared your sanctuary (see below). If you cast this spell without first
preparing a sanctuary, the spell has no effect.
"""You and up to five willing creatures within 5 feet of you instantly
teleport to a previously designated sanctuary. You and any
creatures that teleport with you appear in the nearest unoccupied
space to the spot you designated when you prepared your sanctuary
(see below). If you cast this spell without first preparing a
sanctuary, the spell has no effect.
You must designate a sanctuary
by casting this spell within a location, such as a temple, dedicated to or
strongly linked to your deity. If you attempt to cast the spell in this manner
in an area that isn't dedicated to your deity, the spell has no effect.
You must designate a sanctuary by casting this spell within a
location, such as a temple, dedicated to or strongly linked to
your deity. If you attempt to cast the spell in this manner in an
area that isnt dedicated to your deity, the spell has no effect.
"""
name = "Word Of Recall"
level = 6
@@ -692,24 +772,24 @@ class WordOfRecall(Spell):
class WrathOfNature(Spell):
"""You call out to the spirits of nature to rouse them against your enemies. Choose
a point you can see within range. The spirits cause trees, rocks, and grasses
in a 60-foot cube centered on that point to become animated until the spell
a point you can see within range. The spirits cause trees, rocks, and grasses
in a 60-foot cube centered on that point to become animated until the spell
ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by
grass or undergrowth is difficult terrain for your enemies.
Trees. At the start
of each of your turns, each of your enemies within 10 feet of any tree in the
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
of each of your turns, each of your enemies within 10 feet of any tree in the
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
whipping branches.
Roots and Vines. At the end of each of your turns, one
creature of your choice that is on the ground in the cube must succeed on a
Strength saving throw or become restrained until the spell ends. A restrained
creature can use an action to make a Strength (Athletics) check against your
Roots and Vines. At the end of each of your turns, one
creature of your choice that is on the ground in the cube must succeed on a
Strength saving throw or become restrained until the spell ends. A restrained
creature can use an action to make a Strength (Athletics) check against your
spell save DC, ending the effect on itself on a success.
Rocks. As a bonus
action on your turn, you can cause a loose rock in the cube to launch at a
Rocks. As a bonus
action on your turn, you can cause a loose rock in the cube to launch at a
creature you can see in the cube. Make a ranged spell attack against the target.
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
succeed on a Strength saving throw or fall prone.
"""
name = "Wrath Of Nature"
@@ -725,12 +805,13 @@ class WrathOfNature(Spell):
class WrathfulSmite(Spell):
"""The next time you hit with a melee weapon attack during this spell's duration,
your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a
creature, it must make a Wisdom saving throw or be frightened of you until the
spell ends. As an action, the creature can make a Wisdom check against your
spell save DC to steel its resolve and end this spell.
"""The next time you hit with a melee weapon attack during this
spell's duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must make a Wisdom
saving throw or be frightened of you until the spell ends. As an
action, the creature can make a Wisdom check against your spell
save DC to steel its resolve and end this spell.
"""
name = "Wrathful Smite"
level = 1
@@ -742,5 +823,3 @@ class WrathfulSmite(Spell):
ritual = False
magic_school = "Evocation"
classes = ('Paladin',)