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Added spell proficiencies and an example warlock character sheet.
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+97
-18
@@ -1,6 +1,7 @@
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class Spell():
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"""A magical spell castable by a player character."""
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level = 0
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name = "Unknown spell"
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casting_time = "1 action"
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casting_range = "60 ft"
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components = ("V", "S")
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@@ -17,7 +18,7 @@ class Spell():
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class AcidSplash(Spell):
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"""You hurl a bubble of acid. Choose one creature within range, or
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choose two crealures within range that are within 5 feet of each
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choose two creatures within range that are within 5 feet of each
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other. A target must succeed on a Dexterity saving throw or take
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1d6 acid damage.
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@@ -26,8 +27,9 @@ class AcidSplash(Spell):
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"""
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name = "Acid Splash"
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classes = ('Sorceror', 'Wizard', )
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level = 0
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magic_school = "Conjuration"
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classes = ('Sorceror', 'Wizard', )
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class Aid(Spell):
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@@ -125,6 +127,7 @@ class AnimalFriendship(Spell):
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slot level above 1st.
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"""
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name = "Animal Friendship"
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level = 1
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casting_time = "1 action"
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casting_range = "30 ft"
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@@ -564,6 +567,7 @@ class ArmsOfHadar(Spell):
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level above 1st.
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"""
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name = "Arms of Hadar"
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level = 1
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casting_time = "1 action"
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casting_range = "Self (10-foot radius)"
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@@ -789,13 +793,14 @@ class BeaconOfHope(Spell):
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healing.
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"""
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name = "Beacon of Hope"
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level = 3
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S')
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materials = ""
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duration = "Concentration, up to 1 minute"
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magic_school = "Abjuration"
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classes = ()
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classes = ('Cleric', )
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class BladeBarrier(Spell):
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@@ -828,6 +833,7 @@ class BladeWard(Spell):
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attacks.
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"""
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name = "Blade Ward"
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level = 0
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casting_time = "1 action"
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components = ('V', 'S')
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@@ -836,9 +842,7 @@ class BladeWard(Spell):
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classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard')
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class Bless(Spell):
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"""You bless up to three creatures of your choice within
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range. Whenever a target makes an attack roll or a saving throw
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before the spell ends, the target can roll a d4 and add the number
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@@ -982,6 +986,7 @@ class ChillTouch(Spell):
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(2d8), 11th level (3d8), and 17th level (4d8).
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"""
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name = "Chill Touch"
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level = 0
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casting_time = "1 action"
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casting_range = "120 feet"
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@@ -1137,6 +1142,7 @@ class DancingLights(Spell):
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the spell’s range.
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"""
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name = "Dancing Lights"
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level = 0
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casting_time = "1 action"
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casting_range = "120 feet"
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@@ -1524,7 +1530,32 @@ class Earthquake(Spell):
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classes = ()
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class ElementalWeapon(Spell):
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"""A nonmagical weapon you touch becomes a magic weapon. Choose one of
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the following damage types: acid, cold, fire, lightning, or
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thunder. For the duration, the weapon has a +1 bonus to attack
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rolls and deals an extra 1d4 damage of the chosen type when it
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hits.
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**At Higher Levels** When you cast this spell using a spell slot
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of 5th or 6th level, the bonus to attack rolls increases to +2 and
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the extra damage increases to 2d4. When you use a spell slot of
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7th level or higher, the bonus increases to +3 and the extra
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damage increases to 3d4.
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"""
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name = 'Elemental Weapon'
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level = 3
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S')
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duration = "Concentration, up to 1 hour"
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magic_school = "Transmutation"
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classes = ('Paladin', )
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class Etherealness(Spell):
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"""You step into the border regions of the Ethereal Plane, in the area
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where it overlaps with your current plane. You remain in the
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Border Ethereal for the duration or until you use your action to
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@@ -1722,26 +1753,33 @@ class FlamingSphere(Spell):
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your choice within range and lasts for the duration. Any creature
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that ends its turn within 5 feet of the sphere must make a
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Dexterity saving throw. The creature takes 2d6 fire damage on a
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failed save, or half as much damage on a successful one. As a
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bonus action, you can move the sphere up to 30 feet. If you ram
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the sphere into a creature, that creature must make the saving
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failed save, or half as much damage on a successful one.
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As a bonus action, you can move the sphere up to 30 feet. If you
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ram the sphere into a creature, that creature must make the saving
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throw against the sphere’s damage, and the sphere stops moving
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this turn. When you move the sphere, you can direct it over
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barriers up to 5 feet tall and jump it across pits up to 10 feet
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wide. The sphere ignites flammable objects not being worn or
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carried, and it sheds bright light in a 20-foot radius and dim
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light for an additional 20 feet. At Higher Levels. When you cast
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this spell using a spell slot of 3rd level or higher, the damage
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increases by 1d6 for each slot level above 2nd.
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this turn.
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When you move the sphere, you can direct it over barriers up to 5
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feet tall and jump it across pits up to 10 feet wide. The sphere
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ignites flammable objects not being worn or carried, and it sheds
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bright light in a 20-foot radius and dim light for an additional
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20 feet.
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**At Higher Levels** When you cast this spell using a spell slot
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of 3rd level or higher, the damage increases by 1d6 for each slot
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level above 2nd.
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"""
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name = "Flaming Sphere"
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level = 2
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = "a bit of tallow, a pinch of brimstone, and a dusting of powdered iron"
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duration = "Concentration, up to 1 minute"
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magic_school = "Conjuration"
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classes = ()
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classes = ('Druid', 'Wizard', )
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class Fly(Spell):
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@@ -1762,6 +1800,46 @@ class Fly(Spell):
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classes = ()
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class FindSteed(Spell):
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"""You summon a spirit that assumes the form of an unusually
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intelligent, strong and loyal steed, creating a long lasting bond
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with it. Appearing in an unoccupied space within range, the steed
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takes on a form that you choose: a warhorse, a pony, a camel, an
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elk, or a mastiff. (Your DM might allow other animals to be
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summoned as steeds.) The steed has the statistics of the chosen
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form, though it is a celestial, fey or fiend (your choice) instead
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of its normal type. Additionally if your steed has an intelligence
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of 5 or less, its intelligence becomes 6, and it gains the ability
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to understand one language of your choice that you speak.
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The steed serves as a mount, both in combat and out, and you have
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an instinctive bond with it that allows you to fight as a seamless
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unit. While mounted on your steed, you can make any spell you cast
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that targets only you also target your steed.
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When the steed drops to 0 hit points, it disappears, leaving
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behind no physical form. You can dismiss your steed at any time as
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an action, causing it to disappear. In either case, casting this
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spell again summons the same steed, restored to its hit point
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maximum.
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While the steed is within 1 mile of you, you can communicate with
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it telepathically.
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You cannot have more than one steed bonded by this spell at a
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time. As an action, you can release the steed from its bond at any
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time, causing it to disappear.
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"""
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name = "Find Steed"
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level = 2
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casting_time = "10 minutes"
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components = ('V', 'S')
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duration = "Instantaneous"
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magic_school = "Conjuration"
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classes = ('Paladin', )
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class Foresight(Spell):
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"""You touch a willing creature and bestow a limited ability to see
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into the immediate future. For the duration, the target can’t be
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@@ -1916,13 +1994,14 @@ class Guidance(Spell):
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the ability check. The spell then ends.
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"""
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name = "Guidance"
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level = 0
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casting_time = "1 action"
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components = ('V', 'S')
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materials = ""
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duration = "Concentration, up to 1 minute"
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magic_school = "Divination"
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classes = ()
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classes = ('Cleric', 'Druid')
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class GuidingBolt(Spell):
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