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
+28 -1
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@@ -99,6 +99,33 @@ class ShepherdCircle(SubClass):
features_by_level[14] = [features.FaithfulSummons] 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): class Druid(CharClass):
name = 'Druid' name = 'Druid'
_wild_shapes = () _wild_shapes = ()
@@ -129,7 +156,7 @@ class Druid(CharClass):
features_by_level[18] = [features.TimelessBody, features.BeastSpells] features_by_level[18] = [features.TimelessBody, features.BeastSpells]
features_by_level[20] = [features.Archdruid] features_by_level[20] = [features.Archdruid]
subclasses_available = (LandCircle, MoonCircle, DreamsCircle, subclasses_available = (LandCircle, MoonCircle, DreamsCircle,
ShepherdCircle) ShepherdCircle, SporesCircle)
spellcasting_ability = 'wisdom' spellcasting_ability = 'wisdom'
spell_slots_by_level = { spell_slots_by_level = {
1: (2, 2, 0, 0, 0, 0, 0, 0, 0, 0), 1: (2, 2, 0, 0, 0, 0, 0, 0, 0, 0),
+129 -18
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@@ -281,6 +281,22 @@ class UnderdarkSpells(_CircleSpells):
9: [spells.Cloudkill, spells.InsectPlague]} 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): class CircleSpells(FeatureSelector, _CircleSpells):
""" """
Select a land where you became a druid in feature_choices in your .py file: Select a land where you became a druid in feature_choices in your .py file:
@@ -301,6 +317,8 @@ class CircleSpells(FeatureSelector, _CircleSpells):
underdark underdark
spores
""" """
options = {'arctic': ArcticSpells, options = {'arctic': ArcticSpells,
'coast': CoastSpells, 'coast': CoastSpells,
@@ -309,9 +327,10 @@ class CircleSpells(FeatureSelector, _CircleSpells):
'grassland': GrasslandSpells, 'grassland': GrasslandSpells,
'mountain': MountainSpells, 'mountain': MountainSpells,
'swamp': SwampSpells, 'swamp': SwampSpells,
'underdark': UnderdarkSpells} 'underdark': UnderdarkSpells,
'spores': SporesSpells}
name = "Circle Spells (Select One)" name = "Circle Spells (Select One)"
source = "Druid (Circle of the Land)" source = "Druid (Circle of the Land/Spores)"
class LandsStride(Feature): class LandsStride(Feature):
@@ -545,10 +564,12 @@ class MightySummoner(Feature):
than normal. Any beast or fey summoned or created by a spell that you cast than normal. Any beast or fey summoned or created by a spell that you cast
gains the. following benefits: gains the. following benefits:
The creature appears with more hit points than normal: 2 extra hit - 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. points per Hit Die it has.
The damage from its natural weapons is considered magical for the - The damage from its natural weapons is considered magical for the
purpose of overcoming immunity and resistance to nonmagical attacks and purpose of overcoming immunity and resistance to nonmagical attacks and
damage. damage.
@@ -558,10 +579,11 @@ class MightySummoner(Feature):
class GuardianSpirit(Feature): class GuardianSpirit(Feature):
"""Beginning at 10th level, your Spirit Totem safeguards the beasts and fey """Beginning at 10th level, your Spirit Totem safeguards the beasts
that you call forth with your magic. When a beast or fey that you summoned and fey that you call forth with your magic. When a beast or fey
or created with a spell ends its turn in your Spirit Totem aura, that crea- that you summoned or created with a spell ends its turn in your
ture regains a number of hit points equal to halfyour druid level. Spirit Totem aura, that creature regains a number of hit points
equal to half your druid level.
""" """
name = "Guardian Spirit" name = "Guardian Spirit"
@@ -569,19 +591,108 @@ class GuardianSpirit(Feature):
class FaithfulSummons(Feature): class FaithfulSummons(Feature):
"""Starting at 14th level, the nature spirits you commune with protect you """Starting at 14th level, the nature spirits you commune with protect
when you are the most defenseless. Ifyou are reduced to 0 hit points or are you when you are the most defenseless. Ifyou are reduced to 0 hit
incapacitated against your will, you can immediately gain the benefits of points or are incapacitated against your will, you can immediately
conjure animals as if it were cast using a 9th-level spell slot. It summons gain the benefits of conjure animals as if it were cast using a
four beasts of your choice that are challenge rating 2 or lower. The 9th-level spell slot. It summons four beasts of your choice that
conjured beasts appear within 20 feet of you. If they receive no commands are challenge rating 2 or lower. The conjured beasts appear within
from you, they protect you from harm and attack your foes. The spell lasts 20 feet of you. If they receive no commands from you, they protect
for 1 hour, requiring no concentration, or until you dismiss it (no action you from harm and attack your foes. The spell lasts for 1 hour,
required). Once you use this feature, you can't use it again until you requiring no concentration, or until you dismiss it (no action
finish a long rest required). Once you use this feature, you can't use it again until
you finish a long rest
""" """
name = "Faithful Summons" name = "Faithful Summons"
source = "Druid (Circle of the Shepherd)" 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)"
+20
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@@ -316,6 +316,26 @@ class StoneCamouflage(Feature):
source = "Race (Deep Gnome)" 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-Elves
# Half-Orcs # Half-Orcs
+15 -2
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@@ -493,6 +493,16 @@ class PureBlood(Race):
languages = ("Common", "Abyssal", "Draconic") 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, PHB_races = [HillDwarf, MountainDwarf, HighElf, WoodElf, DarkElf,
LightfootHalfling, StoutHalfling, Rashemi, Dragonborn, LightfootHalfling, StoutHalfling, Rashemi, Dragonborn,
ForestGnome, RockGnome, HalfElf, HalfOrc, Tiefling] ForestGnome, RockGnome, HalfElf, HalfOrc, Tiefling]
@@ -507,7 +517,10 @@ MONSTER_races = [BugBear, Goblin, HobGoblin, Kobold, Orc, PureBlood]
RFTLW_races = [Kalashtar] 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]) + ( __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')
+268 -213
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@@ -6,19 +6,21 @@ class GaseousForm(Spell):
and carrying, into a misty cloud for the duration. The spell ends if the 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. creature drops to 0 hit points. An incorporeal creature isn't affected.
While While in this form, the target's only method of movement is a
in this form, the target's only method of movement is a flying speed of 10 feet. flying speed of 10 feet. The target can enter and occupy the
The target can enter and occupy the space of another creature. The target has space of another creature. The target has resistance to nonmagical
resistance to nonmagical damage, and it has advantage on Strength, Dexterity, damage, and it has advantage on Strength, Dexterity, and
and Constitution saving throws. The target can pass through small holes, narrow Constitution saving throws. The target can pass through small
openings, and even mere cracks, though it treats liquids as though they were holes, narrow openings, and even mere cracks, though it treats
solid surfaces. The target can't fall and remains hovering in the air even when liquids as though they were solid surfaces. The target can't fall
stunned or otherwise incapacitated. 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" name = "Gaseous Form"
level = 3 level = 3
@@ -33,27 +35,31 @@ class GaseousForm(Spell):
class Gate(Spell): class Gate(Spell):
"""You conjure a portal linking an unoccupied space you can see within range to a """You conjure a portal linking an unoccupied space you can see within
precise location on a different plane of existence. The portal is a circular range to a precise location on a different plane of existence. The
opening, which you can make 5 to 20 feet in diameter. You can orient the portal portal is a circular opening, which you can make 5 to 20 feet in
in any direction you choose. The portal lasts for the duration. diameter. You can orient the portal in any direction you
choose. The portal lasts for the duration.
The portal has The portal has a front and a back on each plane where it
a front and a back on each plane where it appears. Travel through the portal is appears. Travel through the portal is possible only by moving
possible only by moving through its front. Anything that does so is instantly through its front. Anything that does so is instantly transported
transported to the other plane, appearing in the unoccupied space nearest to the to the other plane, appearing in the unoccupied space nearest to
portal. the portal.
Deities and other planar rulers can prevent portals created by this Deities and other planar rulers can prevent portals created by
spell from opening in their presence or anywhere within their domains. 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" name = "Gate"
level = 9 level = 9
@@ -68,26 +74,28 @@ class Gate(Spell):
class Geas(Spell): class Geas(Spell):
"""You place a magical command on a creature that you can see within range, forcing """You place a magical command on a creature that you can see within
it to carry out some service or refrain from some action or course of actiity range, forcing it to carry out some service or refrain from some
as you decide. action or course of actiity as you decide.
If the creature can understand you, it must succeed on a Wisdom 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 saving throw or become charmed by you for the duration. While the
charmed by you, it takes 5d10 psychic damage each time it acts in a manner creature is charmed by you, it takes 5d10 psychic damage each time
directly counter to your instructions, but no more than once each day. A it acts in a manner directly counter to your instructions, but no
creature that can't understand you is unaffected by the spell. more than once each day. A creature that can't understand you is
unaffected by the spell.
You can issue You can issue any command you choose, short of an activity that
any command you choose, short of an activity that would result in certain death. would result in certain death. Should you issue a suicidal
Should you issue a suicidal command, the spell ends. You can end the spell command, the spell ends. You can end the spell early by using an
early by using an action to dismiss it. A remove curse, greater restoration, or action to dismiss it. A remove curse, greater restoration, or wish
wish spell also ends it. spell also ends it.
**At Higher Levels:** When you cast this spell usinga spell slot of
7th or 8th level, the duration is 1 year. When you cast this
spell using a spell slot of 9th level, the spell lasts until it is
ended by one of the spells mentioned above.
At Higher Levels: When you cast this spell usinga
spell slot of 7th or 8th level, the duration is 1 year.
When you cast this
spell using a spell slot of 9th level, the spell lasts until it is ended by one
of the spells mentioned above.
""" """
name = "Geas" name = "Geas"
level = 5 level = 5
@@ -105,9 +113,11 @@ class GentleRepose(Spell):
"""You touch a corpse or other remains. For the duration, the target is protected """You touch a corpse or other remains. For the duration, the target is protected
from decay and can't become undead. from decay and can't become undead.
The spell also effectively extends the time The spell also effectively extends the time limit on raising the
limit on raising the target from the dead, since days spent under the influence target from the dead, since days spent under the influence of this
of this spell don't count against the time limit of spells such as raise dead. spell don't count against the time limit of spells such as raise
dead.
""" """
name = "Gentle Repose" name = "Gentle Repose"
level = 2 level = 2
@@ -169,19 +179,20 @@ class Glibness(Spell):
class GlobeOfInvulnerability(Spell): class GlobeOfInvulnerability(Spell):
"""An immobile, faintly shimmering barrier springs into existence in a 10-foot """An immobile, faintly shimmering barrier springs into existence in a
radius around you and remains for the duration. 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower Any spell of 5th level or lower cast from outside the barrier
cast from outside the barrier can't affect creatures or objects within it, even can't affect creatures or objects within it, even if the spell is
if the spell is cast using a higher level spell slot. Such a spell can target 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. creatures and objects within the barrier, but the spell has no
Similarly, the area within the barrier is excluded from the areas affected by effect on them. Similarly, the area within the barrier is
such spells. 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" name = "Globe Of Invulnerability"
level = 6 level = 6
@@ -196,59 +207,68 @@ class GlobeOfInvulnerability(Spell):
class GlyphOfWarding(Spell): class GlyphOfWarding(Spell):
"""When you cast this spell, you inscribe a glyph that harms other creatures, """When you cast this spell, you inscribe a glyph that harms other
either upon a surface (such as a table or a section of floor or wall) or within creatures, either upon a surface (such as a table or a section of
an object that can be closed (such as a book, a scroll, or a treasure chest) to floor or wall) or within an object that can be closed (such as a
conceal the glyph. book, a scroll, or a treasure chest) to conceal the glyph.
If you choose a surface, the glyph can cover an area of the 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 surface no larger than 10 feet in diameter. If you choose an
must remain in its place; if the object is moved more than 10 feet from where object, that object must remain in its place; if the object is
you cast this spell, the glyph is broken, and the spell ends without being moved more than 10 feet from where you cast this spell, the glyph
triggered. is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence The glyph is nearly invisible and requires a successful
(Investigation) check against your spell save DC to be found. Intelligence (Investigation) check against your spell save DC to
be found.
You decide what You decide what triggers the glyph when you cast the spell. For
triggers the glyph when you cast the spell. For glyphs inscribed on a surface, glyphs inscribed on a surface, the most typical triggers include
the most typical triggers include touching or standing on the glyph, removing touching or standing on the glyph, removing another object
another object covering the glyph, approaching within a certain distance of the covering the glyph, approaching within a certain distance of the
glyph, or manipulating the object on which the glyph is inscribed. For glyphs glyph, or manipulating the object on which the glyph is
inscribed within an object, the most common triggers include opening that inscribed. For glyphs inscribed within an object, the most common
object, approaching within a certain distance of the object, or seeing or triggers include opening that object, approaching within a certain
reading the glyph. Once a glyph is triggered, this spell ends. distance of the object, or seeing or reading the glyph. Once a
glyph is triggered, this spell ends.
You can further You can further refine the trigger so the spell activates only
refine the trigger so the spell activates only under certain circumstances or under certain circumstances or according to physical
according to physical characteristics (such as height or weight), creature kind characteristics (such as height or weight), creature kind (for
(for example, the ward could be set to affect aberrations or drow), or 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 alignment. You can also set conditions for creatures that don't
glyph, such as those who say a certain password. trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, When you inscribe the glyph, choose explosive runes or a spell
choose explosive runes or a spell glyph. glyph.
Explosive Runes **Explosive Runes**
When triggered, the When triggered, the glyph erupts with magical energy in a
glyph erupts with magical energy in a 20-foot-radius sphere centered on the 20-foot-radius sphere centered on the glyph. The sphere spreads
glyph. The sphere spreads around corners. Each creature in the area must make a around corners. Each creature in the area must make a Dexterity
Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or 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), thunder damage on a failed saving throw (your choice when you
or half as much damage on a successful one. create the glyph), or half as much damage on a successful one.
Spell Glyph **Spell Glyph**
You can store a You can store a prepared spell of 3rd level or lower in the glyph
prepared spell of 3rd level or lower in the glyph by casting it as part of by casting it as part of creating the glyph. The spell must target
creating the glyph. The spell must target a single creature or an area. The a single creature or an area. The spell being stored has no
spell being stored has no immediate effect when cast in this way. When the glyph immediate effect when cast in this way. When the glyph is
is triggered, the stored spell is cast. If the spell has a target, it targets triggered, the stored spell is cast. If the spell has a target, it
the creature that triggered the glyph. If the spell affects an area, the area is targets the creature that triggered the glyph. If the spell
centered on that creature. If the spell summons hostile creatures or creates affects an area, the area is centered on that creature. If the
harmful objects or traps, they appear as close as possible to the intruder and spell summons hostile creatures or creates harmful objects or
attack it. If the spell requires concentration, it lasts until the end of its traps, they appear as close as possible to the intruder and attack
full duration. it. If the spell requires concentration, it lasts until the end of
its full duration.
**At Higher Levels:** When you cast this spell using a spell slot
of 4th Level or higher, the damage of an explosive runes glyph
increases by 1d8 for each slot level above 3rd. If you create a
spell glyph, you can store any spell of up to the same level as
the slot you use for the glyph of warding.
At Higher Levels:
""" """
name = "Glyph Of Warding" name = "Glyph Of Warding"
level = 3 level = 3
@@ -326,9 +346,10 @@ class Grease(Spell):
class GreaterInvisibility(Spell): class GreaterInvisibility(Spell):
"""You or a creature you touch becomes invisible until the spell ends. Anything the """You or a creature you touch becomes invisible until the spell
target is wearing or carrying is invisible as long as it is on the target's ends. Anything the target is wearing or carrying is invisible as
person. long as it is on the target's person.
""" """
name = "Greater Invisibility" name = "Greater Invisibility"
level = 4 level = 4
@@ -343,16 +364,15 @@ class GreaterInvisibility(Spell):
class GreaterRestoration(Spell): class GreaterRestoration(Spell):
"""You imbue a creature you touch with positive energy to undo a debilitating """You imbue a creature you touch with positive energy to undo a
effect. You can reduce the target's exhaustion level by one, or end one of the debilitating effect. You can reduce the target's exhaustion level
following effects on the target: by one, or end one of the following effects on the target:
* One effect that charmed or petrified the
target - One effect that charmed or petrified the target
* One curse, including the target's attunement to a cursed magic item - One curse, including the target's attunement to a cursed magic item
* - Any reduction to one of the target's ability scores
Any reduction to one of the target's ability scores - One effect reducing the target's hit point maximum
* One effect reducing the
target's hit point maximum
""" """
name = "Greater Restoration" name = "Greater Restoration"
level = 5 level = 5
@@ -417,28 +437,29 @@ class GuardianOfFaith(Spell):
class GuardianOfNature(Spell): class GuardianOfNature(Spell):
"""A nature spirit answers your call and transforms you into a powerful guardian. """A nature spirit answers your call and transforms you into a
The transformation lasts until the spell ends. You choose one of the following powerful guardian. The transformation lasts until the spell
forms to assume: Primal Beast or Great Tree. ends. You choose one of the following forms to assume: Primal
Primal Beast. Bestial fur covers Beast or Great Tree.
your body, your facial features become feral, and you gain the following
benefits: **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. - Your walking speed increases by 10 feet.
- You gain darkvision with - You gain darkvision with a range of 120 feet.
a range of 120 feet.
- You make Strength-based attack rolls with advantage. - You make Strength-based attack rolls with advantage.
- - Your melee weapon attacks deal an extra 1d6 force damage on a
Your melee weapon attacks deal an extra 1d6 force damage on a hit. hit.
Great Tree.
Your skin appears barky, leaves sprout from your hair, and you gain the **Great Tree.** Your skin appears barky, leaves sprout from your
following benefits: hair, and you gain the following benefits:
. You gain 10 temporary hit points.
- You make Constitution - You gain 10 temporary hit points.
saving throws with advantage. - You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attack - You make Dexterity- and Wisdom-based attack rolls with advantage.
rolls with advantage. - While you are on the ground, the ground within 15 feet of you is
- While you are on the ground, the ground within 15 feet difficult terrain for your enemies.
of you is difficult terrain for your enemies.
""" """
name = "Guardian Of Nature" name = "Guardian Of Nature"
level = 4 level = 4
@@ -453,70 +474,70 @@ class GuardianOfNature(Spell):
class GuardsAndWards(Spell): class GuardsAndWards(Spell):
"""You create a ward that protects up to 2,500 square feet of floor space (an area """You create a ward that protects up to 2,500 square feet of floor
50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). space (an area 50 feet square, or one hundred 5-foot squares or
The warded area can be up to 20 feet tall, and shaped as you desire. You can twenty-five 10-foot squares). The warded area can be up to 20 feet
ward several stories of a stronghold by dividing the area among them, as long as tall, and shaped as you desire. You can ward several stories of a
you can walk into each contiguous area while you are casting the spell. stronghold by dividing the area among them, as long as you can
walk into each contiguous area while you are casting the spell.
When When you cast this spell, you can specify individuals that are
you cast this spell, you can specify individuals that are unaffected by any or unaffected by any or all of the effects that you choose. You can
all of the effects that you choose. You can also specify a password that, when also specify a password that, when spoken aloud, makes the speaker
spoken aloud, makes the speaker immune to these effects. immune to these effects.
Guards and wards Guards and wards creates the following effects within the warded
creates the following effects within the warded area. area.
Corridors Corridors: Fog fills all the warded corridors, making them heavily
Fog fills all obscured. In addition, at each intersection or branching passage
the warded corridors, making them heavily obscured. In addition, at each offering a choice of direction, there is a 50 percent chance that
intersection or branching passage offering a choice of direction, there is a 50 a creature other than you will believe it is going in the opposite
percent chance that a creature other than you will believe it is going in the direction from the one it chooses.
opposite direction from the one it chooses.
Doors Doors: All doors in the warded area are magically locked, as if
All doors in the warded area sealed by an arcane lock spell. In addition, you can cover up to
are magically locked, as if sealed by an arcane lock spell. In addition, you can ten doors with an illusion (equivalent to the illusory object
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
function of the m inor illusion spell) to make them appear as plain sections of plain sections of wall.
wall.
Stairs Stairs: Webs fill all stairs in the warded area from top to
Webs fill all stairs in the warded area from top to bottom, as the bottom, as the web spell. These strands regrow in 10 minutes if
web spell. These strands regrow in 10 minutes if they are burned or torn away they are burned or torn away while guards and wards lasts.
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 constant gust of wind in one corridor or room.
- Place a suggestion in one location. You select an area of up to 5 feet - Place a suggestion in one location. You select an area of up to
square, and any creature that enters 5 feet square, and any creature that enters or passes through
or passes through the area receives the the area receives the suggestion mentally.
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" name = "Guards And Wards"
level = 6 level = 6
casting_time = "10 minutes" casting_time = "10 minutes"
casting_range = "Touch" casting_range = "Touch"
components = ('V', 'S', 'M') 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" duration = "24 hours"
ritual = False ritual = False
magic_school = "Abjuration" magic_school = "Abjuration"
@@ -564,18 +585,53 @@ class GuidingBolt(Spell):
classes = ('Cleric',) classes = ('Cleric',)
class Gust(Spell): class GuidingHand(Spell):
"""You seize the air and compel it to create one of the following effects at a """You create a Tiny incorporeal hand of shimmering light in an
point you can see within range: unoccupied space you can see within range. The hand exists for the
- One Medium or smaller creature that you choose duration, but it disappears if you teleport or you travel to a
must succeed on a Strength saving throw or be pushed up to 5 feet away from 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.
- 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 If you don't move toward the hand, it remains in place until you
pushed up to 10 feet away from you. It isn't pushed with enough force to cause do and beckons for you to follow once every 1d4 minutes.
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 = "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" name = "Gust"
level = 0 level = 0
@@ -590,22 +646,23 @@ class Gust(Spell):
class GustOfWind(Spell): class GustOfWind(Spell):
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a """A line of strong wind 60 feet long and 10 feet wide blasts from you
direction you choose for the spell's duration. Each creature that starts its in a direction you choose for the spell's duration. Each creature
turn in the line must succeed on a Strength saving throw or be pushed 15 feet that starts its turn in the line must succeed on a Strength saving
away from you in a direction following the line. throw or be pushed 15 feet away from you in a direction following
the line.
Any creature in the line must Any creature in the line must spend 2 feet of movement for every 1
spend 2 feet of movement for every 1 foot it moves when moving closer to you. 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 As a bonus action on each of your turns before the spell ends, you
similar unprotected flames in the area. It causes protected flames, such as can change the direction in which the line blasts from you.
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.
""" """
name = "Gust Of Wind" name = "Gust Of Wind"
level = 2 level = 2
@@ -617,5 +674,3 @@ class GustOfWind(Spell):
ritual = False ritual = False
magic_school = "Evocation" magic_school = "Evocation"
classes = ('Druid', 'Sorcerer', 'Wizard') classes = ('Druid', 'Sorcerer', 'Wizard')
+357 -278
View File
@@ -34,21 +34,24 @@ class WallOfFire(Spell):
class WallOfForce(Spell): class WallOfForce(Spell):
"""An invisible wall of force springs into existence at a point you choose within """An invisible wall of force springs into existence at a point you
range. choose within range. The wall appears in any orientation you
The wall appears in any orientation you choose, as a horizontal or choose, as a horizontal or vertical barrier or at an angle. It can
vertical barrier or at an angle. It can be free floating or resting on a solid be free floating or resting on a solid surface. You can form it
surface. You can form it into a hemispherical dome or a sphere with a radius of into a hemispherical dome or a sphere with a radius of up to 10
up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot feet, or you can shape a flat surface made up of ten
panels. Each panel must be continguous with another panel. In any form, the 10-foot-by-10-foot panels. Each panel must be continguous with
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a another panel. In any form, the wall is 1/4 inch thick. It lasts
creature's space when it appears, the creature is pushed to one side of the wall for the duration. If the wall cuts through a creature's space when
(your choice which side). 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" name = "Wall Of Force"
level = 5 level = 5
@@ -63,30 +66,33 @@ class WallOfForce(Spell):
class WallOfIce(Spell): class WallOfIce(Spell):
"""You create a wall of ice on a solid surface within range. You can form it into a """You create a wall of ice on a solid surface within range. You can
hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a form it into a hemispherical dome or a sphere with radius of up to
flat surfcae made up of ten 10-foot-square panels. Each panel must be 10 feet, or you can shape a flat surfcae made up of ten
contiguous with another panel. In any form, the wall is 1 foot thick and lasts 10-foot-square panels. Each panel must be contiguous with another
for the duration. 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, If the wall cuts through a creature's space when it appears, the
the creature within its area is pushed to one side of the wall and must make a creature within its area is pushed to one side of the wall and
Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, must make a Dexterity saving throw. On a failed save, the creature
or half as much damage on a successful save. takes 10d6 cold damage, or half as much damage on a successful
save.
The wall is an object that can be The wall is an object that can be damaged and thus breached. It
damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, has AC 12 and 30 hit points per 10-foot section, and it is
and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit vulnerable to fire damage. Reducing a 10-foot section of wall to 0
points destroys it and leaves behind a sheet of frigid air int he space the hit points destroys it and leaves behind a sheet of frigid air int
wall occupied. A creature moving through the sheet of frigid air for the first he space the wall occupied. A creature moving through the sheet of
time on a turn must make a Constitution saaving throw. The creature takes 5f6 frigid air for the first time on a turn must make a Constitution
cold damage on a failed save, or half as much damage on a successful one. 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" name = "Wall Of Ice"
level = 6 level = 6
@@ -101,29 +107,34 @@ class WallOfIce(Spell):
class WallOfLight(Spell): class WallOfLight(Spell):
"""A shimmering wall of bright light appears at a point you choose within range. """A shimmering wall of bright light appears at a point you choose
The wall appears in any orientation you choose: horizontally, vertically, or within range. The wall appears in any orientation you choose:
diagonally. It can be free floating, or it can rest on a solid surface. The wall horizontally, vertically, or diagonally. It can be free floating,
can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line or it can rest on a solid surface. The wall can be up to 60 feet
of sight, but creatures and objects can pass through it. It emits bright light long, 10 feet high, and 5 feet thick. The wall blocks line of
out to 120 feet and dim light for an additional 120 feet. sight, but creatures and objects can pass through it. It emits
When the wall appears, bright light out to 120 feet and dim light for an additional 120
each creature in its area must make a Constitution saving throw. On a failed feet.
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 When the wall appears, each creature in its area must make a
creature can make a Constitution saving throw at the end of each of its turns, Constitution saving throw. On a failed save, a creature takes 4d8
ending the effect on itself on a success. radiant damage, and it is blinded for 1 minute. On a successful
A creature that ends its turn in the save, it takes half as much damage and isn't blinded. A blinded
wall's area takes 4d8 radiant damage. creature can make a Constitution saving throw at the end of each
Until the spell ends, you can use an of its turns, ending the effect on itself on a success.
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 A creature that ends its turn in the wall's area takes 4d8 radiant
radiant damage. Whether you hit or miss, reduce the length of the wall by 10 damage. Until the spell ends, you can use an action to launch a
feet. If the wall's length drops to 0 feet, the spell ends. beam of radiance from the wall at one creature you can see within
60 feet of it. Make a ranged spell attack. On a hit, the target
takes 4d8 radiant damage. Whether you hit or miss, reduce the
length of the wall by 10 feet. If the wall's length drops to 0
feet, the spell ends.
**At Higher Levels:** When you cast this spell using a spell slot
of 6th level or higher, the damage increases by 1d8 for each slot
level above 5th.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, the damage
increases by 1d8 for each slot level above 5th.
""" """
name = "Wall Of Light" name = "Wall Of Light"
level = 5 level = 5
@@ -157,38 +168,38 @@ class WallOfSand(Spell):
class WallOfStone(Spell): class WallOfStone(Spell):
"""A nonmagical wall of solid stone springs into existence at a point you choose """A nonmagical wall of solid stone springs into existence at a point
within range. you choose within range. The wall is 6 inches thick and is
The wall is 6 inches thick and is composed of ten 10-foot- composed of ten 10-foot- by-10-foot panels. Each panel must be
by-10-foot panels. Each panel must be contiguous with at least on other panel. contiguous with at least on other panel. Alternatively, you can
Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches create 10-foot-by-20-foot panels that are only 3 inches thick.
thick.
If the wall cuts through a creature's space when it appears, the 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 creature is pushed to one side of the wall (your choice). If a
surrounded on all sides by the wall (or the wall and another solid surface), creature would be surrounded on all sides by the wall (or the wall
that creature can make a Dexterity saving throw. On a success, it can use its and another solid surface), that creature can make a Dexterity
reaction to move up to its speed so that it is no longer enclosed by the wall. 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 If you create a span greater than 20 feet in length, you must
a creature or object. the wall doesn't need to be vertical or resting on any halve the size of each panel to create supports. You can crudely
firm foundation. It must, however, merge with and be solidly supported by shape the wall to create crenellations, battlements, and so on.
existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
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 If you maintain your concentration on this spell for its whole
of each panel to create supports. You can crudely shape the wall to create duration, the wall becomes permanent and can't be
crenellations, battlements, and so on. dispelled. Otherwise, the wall disappears when the spell ends.
The wall is an object made of stone that
can be damaged and thus breached. Each panel has AC 15 and 30 hit points per
inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
connected panels to collapse at the DM's discretion.
If you maintain your
concentration on this spell for its whole duration, the wall becomes permanent
and can't be dispelled. Otherwise, the wall disappears when the spell ends.
""" """
name = "Wall Of Stone" name = "Wall Of Stone"
level = 5 level = 5
@@ -238,20 +249,24 @@ class WallOfThorns(Spell):
class WallOfWater(Spell): class WallOfWater(Spell):
"""(a drop of water) """(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, You conjure up a wall of water on the ground at a point you can
and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 see within range. You can make the wall up to 30 feet long, 10
feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's feet high, and 1 foot thick, or you can make a ringed wall up to
space is difficult terrain. 20 feet in diameter, 20 feet high, and 1 foot thick. The wall
Any ranged weapon attack that enters the wall's vanishes when the spell ends. The wall's space is difficult
space has disadvantage on the attack roll, and fire damage terrain.
is halved if the fire
effect passes through the wall to reach its target. Spells that deal cold Any ranged weapon attack that enters the wall's space has
damage that pass through the wall cause the area of the wall they pass through disadvantage on the attack roll, and fire damage is halved if the
to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square fire effect passes through the wall to reach its target. Spells
frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit that deal cold damage that pass through the wall cause the area of
points destroys it. When a section is destroyed, the wall's water doesn't fill the wall they pass through to freeze solid (at least a 5-foot
it. 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" name = "Wall Of Water"
level = 3 level = 3
@@ -292,20 +307,20 @@ class WardingBond(Spell):
class WardingWind(Spell): class WardingWind(Spell):
"""A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves """A strong wind (20 miles per hour) blows around you in a 10-foot
with you, remaining centered on you. The wind lasts for the spell's duration. radius and moves with you, remaining centered on you. The wind
lasts for the spell's duration.
The wind has the following effects: The wind has the following effects:
- It deafens you and other creatures in its - It deafens you and other creatures in its area.
area. - It extinguishes unprotected flames in its area that are
- It extinguishes unprotected flames in its area that are torch-sized or torch-sized or smaller.
smaller.
- The area is difficult terrain for creatures other than you. - The area is difficult terrain for creatures other than you.
- The - The attack rolls of ranged weapon attacks have disadvantage if
attack rolls of ranged weapon attacks have disadvantage if they pass in or out they pass in or out of the wind.
of the wind. - It hedges out vapor, gas, and fog that can be dispersed by
- It hedges out vapor, gas, and fog that can be dispersed by strong strong wind.
wind.
""" """
name = "Warding Wind" name = "Warding Wind"
level = 2 level = 2
@@ -360,29 +375,37 @@ class WaterWalk(Spell):
class WaterySphere(Spell): class WaterySphere(Spell):
"""You conjure up a sphere of water with a 5-foot radius on a point you can see """You conjure up a sphere of water with a 5-foot radius on a point
within range. The sphere can hover in the air, but no more than 10 feet off the you can see within range. The sphere can hover in the air, but no
ground. The sphere remains for the spell's duration. more than 10 feet off the ground. The sphere remains for the
Any creature in the spell's duration.
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. Any creature in the sphere's space must make a Strength saving
A Huge or larger creature succeeds on the saving throw automatically. On a throw. On a successful save, a creature is ejected from that space
failed save, a creature is restrained by the sphere and is engulfed by the to the nearest unoccupied space outside it. A Huge or larger
water. At the end of each of its turns, a restrained target can repeat the creature succeeds on the saving throw automatically. On a failed
saving throw. 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 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 creatures or one Large creature. If the sphere restrains a
these numbers, a random creature that was already restrained by the sphere creature in excess of these numbers, a random creature that was
falls out of it and lands prone in a space within 5 feet of it. already restrained by the sphere falls out of it and lands prone
As an action, in a space within 5 feet of it.
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 As an action, you can move the sphere up to 30 feet in a straight
ground. Any creature restrained by the sphere moves with it. You can ram the line. If it moves over a pit, cliff, or other drop, it safely
sphere into creatures, forcing them to make the saving throw, but no more than descends until it is hovering 10 feet over ground. Any creature
once per turn. 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 When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any creature restrained by extinguishes all normal flames within 30 feet of it. Any creature
the sphere is knocked prone in the space where it falls. restrained by the sphere is knocked prone in the space where it
falls.
""" """
name = "Watery Sphere" name = "Watery Sphere"
level = 4 level = 4
@@ -397,28 +420,30 @@ class WaterySphere(Spell):
class Web(Spell): class Web(Spell):
"""You conjure a mass of thick, sticky webbing at a point of your choice within """You conjure a mass of thick, sticky webbing at a point of your
range. choice within range. The webs fill a 20-foot cube from that point
The webs fill a 20-foot cube from that point for the duration. The webs for the duration. The webs are difficult terrain and lightly
are difficult terrain and lightly obscure their area. obscure their area.
If the webs aren't If the webs aren't anchored between two solid masses (such as
anchored between two solid masses (such as walls or trees) or layered across a walls or trees) or layered across a floor, wall, or ceiling, the
floor, wall, or ceiling, the conjured web collapses on itself, and the spell conjured web collapses on itself, and the spell ends at the start
ends at the start of your next turn. Webs layered over a flat surface have a of your next turn. Webs layered over a flat surface have a depth
depth of 5 feet. of 5 feet.
Each creature that starts its turn in the webs or that enters Each creature that starts its turn in the webs or that enters them
them during its turn must make a Dexterity saving throw. On a failed save, the during its turn must make a Dexterity saving throw. On a failed
creature is restrained as long as it remains in the webs or until it breaks save, the creature is restrained as long as it remains in the webs
free. or until it breaks free.
A creature restrained by the webs can use its action to make a Strength A creature restrained by the webs can use its action to make a
check against your spell save DC. If it succeeds, it is no longer restrained. 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" name = "Web"
level = 2 level = 2
@@ -433,16 +458,18 @@ class Web(Spell):
class Weird(Spell): class Weird(Spell):
"""Drawing on the deepest fears of a group of creatures, you create illusory """Drawing on the deepest fears of a group of creatures, you create
creatures in their minds, visible only to them. illusory creatures in their minds, visible only to them. Each
Each creature in a 30-foot- creature in a 30-foot-radius sphere centered on a point of your
radius sphere centered on a point of your choice within range must make a Wisdom choice within range must make a Wisdom saving throw. On a failed
saving throw. On a failed save, a creature becomes frightened for the duration. 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" name = "Weird"
level = 9 level = 9
@@ -457,27 +484,32 @@ class Weird(Spell):
class Whirlwind(Spell): class Whirlwind(Spell):
"""A whirlwind howls down to a point that you can see on the ground within range. """A whirlwind howls down to a point that you can see on the ground
The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. within range. The whirlwind is a 10-foot-radius, 30-foot-high
Until the spell ends, you can use your action to move the whirlwind up to 30 cylinder centered on that point. Until the spell ends, you can
feet in any direction along the ground. The whirlwind sucks up any Medium or use your action to move the whirlwind up to 30 feet in any
smaller objects that aren't secured to anything and that aren't worn or carried direction along the ground. The whirlwind sucks up any Medium or
by anyone. 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 A creature must make a Dexterity saving throw the first time on a
turn that it enters the turn that it enters the whirlwind or that the whirlwind enters its
whirlwind or that the whirlwind enters its space, space, including when the whirlwind first appears. A creature
including when the whirlwind first appears. A creature takes 10d6 bludgeoning takes 10d6 bludgeoning damage on a failed save, or half as much
damage on a failed save, or half as much damage on a successful one. In damage on a successful one. In addition, a Large or smaller
addition, a Large or smaller creature that fails the save must succeed on a creature that fails the save must succeed on a Strength saving
Strength saving throw or become restrained in the whirlwind until the spell throw or become restrained in the whirlwind until the spell
ends. When a creature starts its turn restrained by the whirlwind, the creature ends. When a creature starts its turn restrained by the whirlwind,
is pulled 5 feet higher inside it, unless the creature is at the top. the creature is pulled 5 feet higher inside it, unless the
A creature is at the top.
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 A restrained creature moves with the whirlwind and falls when the
an action to make a Strength or Dexterity check against your spell save DC. If spell ends, unless the creature has some means to stay aloft. A
successful, the creature is no longer restrained by the whirlwind and is hurled 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. 3d6 x 10 feet away from it in a random direction.
""" """
name = "Whirlwind" name = "Whirlwind"
level = 7 level = 7
@@ -491,22 +523,57 @@ class Whirlwind(Spell):
classes = ('Druid', 'Wizard', 'Sorcerer') 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): class WindWalk(Spell):
"""You and up to ten willing creatures you can see within range assume a gaseous """You and up to ten willing creatures you can see within range assume
form for the duration, appearing as wisps of cloud. a gaseous form for the duration, appearing as wisps of cloud.
While in this cloud form, a While in this cloud form, a creature has a flying speed of 300
creature has a flying speed of 300 feet and has resistance to damage from feet and has resistance to damage from nonmagical weapons. The
nonmagical weapons. The only actions a creature can take in this form are the only actions a creature can take in this form are the Dash action
Dash action or to revert to its normal form. or to revert to its normal form. Reverting takes 1 minute, during
Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the
which time a creature is incapacitated and can't move. Until the spell ends, a spell ends, a creature can revert to cloud form, which also
creature can revert to cloud form, which also requires the 1-minute requires the 1-minute transformation.
transformation.
If a creature is in cloud form and flying when the effect ends, 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 the creature descends 60 feet per round for 1 minute until it
does safely. If it can't land after 1 minute, the creature falls the remaining lands, which it does safely. If it can't land after 1 minute, the
distance. creature falls the remaining distance.
""" """
name = "Wind Walk" name = "Wind Walk"
level = 6 level = 6
@@ -521,23 +588,27 @@ class WindWalk(Spell):
class WindWall(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 You can make the wall up to 50 feet long, 15 feet high, and 1 foot
can shape the wall in any way you choose so long as it makes one continuous path thick. You can shape the wall in any way you choose so long as it
along the ground. The wall lasts for the duration. makes one continuous path along the ground. The wall lasts for the
duration.
When the wall appears, each When the wall appears, each creature within its area must make a
creature within its area must make a Strength saving throw. A creature takes Strength saving throw. A creature takes 3d8 bludgeoning damage on
3d8 bludgeoning damage on a failed save, or half as much damage on a successful a failed save, or half as much damage on a successful one.
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" name = "Wind Wall"
level = 3 level = 3
@@ -552,61 +623,65 @@ class WindWall(Spell):
class Wish(Spell): class Wish(Spell):
"""Wish is the mightiest spell a mortal creature can cast. By simply speaking """Wish is the mightiest spell a mortal creature can cast. By simply
aloud, you can alter the very foundations of reality in accord with your speaking aloud, you can alter the very foundations of reality in
desires. accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th 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 level or lower. You don't need to meet any requirements in that
costly components. The spell simply takes effect. spell, including costly components. The spell simply takes effect.
Alternatively, you can create Alternatively, you can create one of the following effects of your
one of the following effects of your choice: choice:
- You create one object of up to - You create one object of up to 25,000 gp in value that isn't a
25,000 gp in value that isn't a magic item. The object can be no more than 300 magic item. The object can be no more than 300 feet in any
feet in any dimension, and it appears in an unoccupied space you can see on the dimension, and it appears in an unoccupied space you can see on
ground. the ground.
- You allow up to twenty creatures that you can see to regain all hit - You allow up to twenty creatures that you can see to regain all
points, and you end all effects on them described in the greater restoration hit points, and you end all effects on them described in the
spell. greater restoration spell.
- You grant up to ten creatures that you can see resistance to a damage - You grant up to ten creatures that you can see resistance to a
type you choose. damage type you choose.
- You grant up to ten creatures you can see immunity to a - You grant up to ten creatures you can see immunity to a single
single spell or other magical effect for 8 hours. For instance, you could make spell or other magical effect for 8 hours. For instance, you
yourself and all your com panions immune to a lich's life drain attack. could make yourself and all your com panions immune to a lich's
life drain attack.
- You - You undo a single recent event by forcing a reroll of any roll
undo a single recent event by forcing a reroll of any roll made within the last made within the last round (including your last turn). Reality
round (including your last turn). Reality reshapes itself to accommodate the new reshapes itself to accommodate the new result. For example, a
result. For example, a wish spell could undo an opponent's successful save, a wish spell could undo an opponent's successful save, a foe's
foe's critical hit, or a friend's failed save. You can force the reroll to be critical hit, or a friend's failed save. You can force the
made with advantage or disadvantage, and you can choose whether to use the reroll to be made with advantage or disadvantage, and you can
reroll or the original roll. choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the You might be able to achieve something beyond the scope of the
scope of the above examples. State your wish to the DM as precisely as possible. above examples. State your wish to the DM as precisely as
The DM has great latitude in ruling what occurs in such an instance; the possible. The DM has great latitude in ruling what occurs in such
greater the wish, the greater the likelihood that something goes wrong. This an instance; the greater the wish, the greater the likelihood that
spell might simply fail, the effect you desire something goes wrong. This spell might simply fail, the effect you
mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a desire might only be partly achieved, or you might suffer some
result of how you worded the wish. For example, wishing that a villain were dead unforeseen consequence as a result of how you worded the wish. For
might propel you forward in time to a period when that villain is no longer example, wishing that a villain were dead might propel you forward
alive, effectively removing you from the game. Similarly, wishing for a in time to a period when that villain is no longer alive,
legendary magic item or artifact might instantly transport you to the presence effectively removing you from the game. Similarly, wishing for a
of the item's current owner. 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" name = "Wish"
level = 9 level = 9
@@ -623,16 +698,18 @@ class Wish(Spell):
class WitchBolt(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. 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: Make a ranged spell attack against that creature. On a hit, the
When you cast this spell using a spell slot of 2nd level or higher, the initial target takes 1d12 lightning damage, and on each of your turns for
damage increases by 1d12 for each slot level above 1st. 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" name = "Witch Bolt"
level = 1 level = 1
@@ -647,11 +724,13 @@ class WitchBolt(Spell):
class WordOfRadiance(Spell): class WordOfRadiance(Spell):
"""You utter a divine word, and burning radiance erupts from you. Each creature of """You utter a divine word, and burning radiance erupts from you. Each
your choice that you can see within range must succeed on a Constitution saving creature of your choice that you can see within range must succeed
throw or take 1d6 radiant damage. 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). The spell's damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
""" """
name = "Word Of Radiance" name = "Word Of Radiance"
level = 0 level = 0
@@ -666,17 +745,18 @@ class WordOfRadiance(Spell):
class WordOfRecall(Spell): class WordOfRecall(Spell):
"""You and up to five willing creatures within 5 feet of you instantly teleport to """You and up to five willing creatures within 5 feet of you instantly
a previously designated sanctuary. teleport to a previously designated sanctuary. You and any
You and any creatures that teleport with you creatures that teleport with you appear in the nearest unoccupied
appear in the nearest unoccupied space to the spot you designated when you space to the spot you designated when you prepared your sanctuary
prepared your sanctuary (see below). If you cast this spell without first (see below). If you cast this spell without first preparing a
preparing a sanctuary, the spell has no effect. 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 isnt dedicated to your deity, the spell has no effect.
You must designate a sanctuary
by casting this spell within a location, such as a temple, dedicated to or
strongly linked to your deity. If you attempt to cast the spell in this manner
in an area that isn't dedicated to your deity, the spell has no effect.
""" """
name = "Word Of Recall" name = "Word Of Recall"
level = 6 level = 6
@@ -725,12 +805,13 @@ class WrathOfNature(Spell):
class WrathfulSmite(Spell): class WrathfulSmite(Spell):
"""The next time you hit with a melee weapon attack during this spell's duration, """The next time you hit with a melee weapon attack during this
your attack deals an extra 1d6 psychic damage. spell's duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a Additionally, if the target is a creature, it must make a Wisdom
creature, it must make a Wisdom saving throw or be frightened of you until the saving throw or be frightened of you until the spell ends. As an
spell ends. As an action, the creature can make a Wisdom check against your action, the creature can make a Wisdom check against your spell
spell save DC to steel its resolve and end this spell. save DC to steel its resolve and end this spell.
""" """
name = "Wrathful Smite" name = "Wrathful Smite"
level = 1 level = 1
@@ -742,5 +823,3 @@ class WrathfulSmite(Spell):
ritual = False ritual = False
magic_school = "Evocation" magic_school = "Evocation"
classes = ('Paladin',) classes = ('Paladin',)