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add missing druid spells
This commit is contained in:
+235
-206
@@ -2,22 +2,22 @@ from .spells import Spell
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class GaseousForm(Spell):
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"""You transform a willing creature you touch, along with everything it’s wearing
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and carrying, into a misty cloud for the duration. The spell ends if the
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"""You transform a willing creature you touch, along with everything it’s wearing
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and carrying, into a misty cloud for the duration. The spell ends if the
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creature drops to 0 hit points. An incorporeal creature isn’t affected.
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While
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While
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in this form, the target’s only method of movement is a flying speed of 10 feet.
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The target can enter and occupy the space of another creature. The target has
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resistance to nonmagical damage, and it has advantage on Strength, Dexterity,
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and Constitution saving throws. The target can pass through small holes, narrow
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openings, and even mere cracks, though it treats liquids as though they were
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solid surfaces. The target can’t fall and remains hovering in the air even when
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The target can enter and occupy the space of another creature. The target has
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resistance to nonmagical damage, and it has advantage on Strength, Dexterity,
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and Constitution saving throws. The target can pass through small holes, narrow
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openings, and even mere cracks, though it treats liquids as though they were
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solid surfaces. The target can’t fall and remains hovering in the air even when
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stunned or otherwise incapacitated.
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While in the form of a misty cloud, the
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target can’t talk or manipulate objects, and any objects it was carrying or
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holding can’t be dropped, used, or otherwise interacted with. The target can’t
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While in the form of a misty cloud, the
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target can’t talk or manipulate objects, and any objects it was carrying or
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holding can’t be dropped, used, or otherwise interacted with. The target can’t
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attack or cast spells.
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"""
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name = "Gaseous Form"
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@@ -33,26 +33,26 @@ class GaseousForm(Spell):
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class Gate(Spell):
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"""You conjure a portal linking an unoccupied space you can see within range to a
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precise location on a different plane of existence. The portal is a circular
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opening, which you can make 5 to 20 feet in diameter. You can orient the portal
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"""You conjure a portal linking an unoccupied space you can see within range to a
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precise location on a different plane of existence. The portal is a circular
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opening, which you can make 5 to 20 feet in diameter. You can orient the portal
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in any direction you choose. The portal lasts for the duration.
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The portal has
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a front and a back on each plane where it appears. Travel through the portal is
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possible only by moving through its front. Anything that does so is instantly
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The portal has
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a front and a back on each plane where it appears. Travel through the portal is
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possible only by moving through its front. Anything that does so is instantly
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transported to the other plane, appearing in the unoccupied space nearest to the
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portal.
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Deities and other planar rulers can prevent portals created by this
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Deities and other planar rulers can prevent portals created by this
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spell from opening in their presence or anywhere within their domains.
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When you
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cast this spell, you can speak the name of a specific creature (a pseudonym,
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title, or nickname doesn’t work). If that creature is on a plane other than the
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one you are on, the portal opens in the named creature’s immediate vicinity and
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draws the creature through it to the nearest unoccupied space on your side of
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the portal. You gain no special power over the creature, and it is free to act
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cast this spell, you can speak the name of a specific creature (a pseudonym,
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title, or nickname doesn’t work). If that creature is on a plane other than the
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one you are on, the portal opens in the named creature’s immediate vicinity and
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draws the creature through it to the nearest unoccupied space on your side of
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the portal. You gain no special power over the creature, and it is free to act
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as the Dm deems appropriate. It might leave, attack you, or help you.
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"""
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name = "Gate"
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@@ -69,24 +69,24 @@ class Gate(Spell):
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class Geas(Spell):
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"""You place a magical command on a creature that you can see within range, forcing
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it to carry out some service or refrain from some action or course of actiity
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it to carry out some service or refrain from some action or course of actiity
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as you decide.
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If the creature can understand you, it must succeed on a Wisdom
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saving throw or become charmed by you for the duration. While the creature is
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charmed by you, it takes 5d10 psychic damage each time it acts in a manner
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directly counter to your instructions, but no more than once each day. A
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If the creature can understand you, it must succeed on a Wisdom
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saving throw or become charmed by you for the duration. While the creature is
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charmed by you, it takes 5d10 psychic damage each time it acts in a manner
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directly counter to your instructions, but no more than once each day. A
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creature that can’t understand you is unaffected by the spell.
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You can issue
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You can issue
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any command you choose, short of an activity that would result in certain death.
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Should you issue a suicidal command, the spell ends. You can end the spell
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early by using an action to dismiss it. A remove curse, greater restoration, or
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Should you issue a suicidal command, the spell ends. You can end the spell
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early by using an action to dismiss it. A remove curse, greater restoration, or
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wish spell also ends it.
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At Higher Levels: When you cast this spell usinga
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At Higher Levels: When you cast this spell usinga
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spell slot of 7th or 8th level, the duration is 1 year.
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When you cast this
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spell using a spell slot of 9th level, the spell lasts until it is ended by one
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When you cast this
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spell using a spell slot of 9th level, the spell lasts until it is ended by one
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of the spells mentioned above.
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"""
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name = "Geas"
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@@ -102,9 +102,9 @@ class Geas(Spell):
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class GentleRepose(Spell):
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"""You touch a corpse or other remains. For the duration, the target is protected
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"""You touch a corpse or other remains. For the duration, the target is protected
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from decay and can’t become undead.
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The spell also effectively extends the time
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limit on raising the target from the dead, since days spent under the influence
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of this spell don’t count against the time limit of spells such as raise dead.
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@@ -122,21 +122,21 @@ class GentleRepose(Spell):
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class GiantInsect(Spell):
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"""You transform up to ten centipedes, three spiders, five wasps, or one scorpion
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within range into giant versions of their natural forms for the duration. A
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centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp
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"""You transform up to ten centipedes, three spiders, five wasps, or one scorpion
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within range into giant versions of their natural forms for the duration. A
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centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp
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becomes a giant wasp, and a scorpion becomes a giant scorpion.
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Each creature
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Each creature
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obeys your verbal commands, and in combat, they act on your turn each round. The
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DM has the statistics for these creatures and resolves their actions and
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DM has the statistics for these creatures and resolves their actions and
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movement.
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A creature remains in its giant size for the duration, until it drops
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to 0 hit points, or until you use an action to dismiss the effect on it.
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The
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DM might allow you to choose different targets. For example, if you transform a
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The
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DM might allow you to choose different targets. For example, if you transform a
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bee, its giant version might have the same statistics as a giant wasp.
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"""
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name = "Giant Insect"
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@@ -153,7 +153,7 @@ class GiantInsect(Spell):
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class Glibness(Spell):
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"""Until the spell ends, when you make a Charisma check, you can replace the number
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you roll with a 15. Additionally, no matter what you say, magic that would
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you roll with a 15. Additionally, no matter what you say, magic that would
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determine if you are telling the truth indicates that you are being truthful.
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"""
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name = "Glibness"
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@@ -169,17 +169,17 @@ class Glibness(Spell):
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class GlobeOfInvulnerability(Spell):
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"""An immobile, faintly shimmering barrier springs into existence in a 10-foot
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"""An immobile, faintly shimmering barrier springs into existence in a 10-foot
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radius around you and remains for the duration.
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Any spell of 5th level or lower
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cast from outside the barrier can’t affect creatures or objects within it, even
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if the spell is cast using a higher level spell slot. Such a spell can target
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creatures and objects within the barrier, but the spell has no effect on them.
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Similarly, the area within the barrier is excluded from the areas affected by
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if the spell is cast using a higher level spell slot. Such a spell can target
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creatures and objects within the barrier, but the spell has no effect on them.
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Similarly, the area within the barrier is excluded from the areas affected by
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such spells.
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At Higher Levels: When you cast this spell using a spell slot of
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At Higher Levels: When you cast this spell using a spell slot of
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7th level or higher, the barrier blocks spells of one level higher for each slot
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level above 6th.
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"""
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@@ -196,59 +196,59 @@ class GlobeOfInvulnerability(Spell):
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class GlyphOfWarding(Spell):
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"""When you cast this spell, you inscribe a glyph that harms other creatures,
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either upon a surface (such as a table or a section of floor or wall) or within
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an object that can be closed (such as a book, a scroll, or a treasure chest) to
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"""When you cast this spell, you inscribe a glyph that harms other creatures,
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either upon a surface (such as a table or a section of floor or wall) or within
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an object that can be closed (such as a book, a scroll, or a treasure chest) to
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conceal the glyph.
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If you choose a surface, the glyph can cover an area of the
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If you choose a surface, the glyph can cover an area of the
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surface no larger than 10 feet in diameter. If you choose an object, that object
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must remain in its place; if the object is moved more than 10 feet from where
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you cast this spell, the glyph is broken, and the spell ends without being
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must remain in its place; if the object is moved more than 10 feet from where
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you cast this spell, the glyph is broken, and the spell ends without being
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triggered.
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The glyph is nearly invisible and requires a successful Intelligence
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(Investigation) check against your spell save DC to be found.
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You decide what
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triggers the glyph when you cast the spell. For glyphs inscribed on a surface,
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the most typical triggers include touching or standing on the glyph, removing
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another object covering the glyph, approaching within a certain distance of the
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glyph, or manipulating the object on which the glyph is inscribed. For glyphs
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inscribed within an object, the most common triggers include opening that
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object, approaching within a certain distance of the object, or seeing or
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You decide what
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triggers the glyph when you cast the spell. For glyphs inscribed on a surface,
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the most typical triggers include touching or standing on the glyph, removing
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another object covering the glyph, approaching within a certain distance of the
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glyph, or manipulating the object on which the glyph is inscribed. For glyphs
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inscribed within an object, the most common triggers include opening that
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object, approaching within a certain distance of the object, or seeing or
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reading the glyph. Once a glyph is triggered, this spell ends.
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You can further
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refine the trigger so the spell activates only under certain circumstances or
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according to physical characteristics (such as height or weight), creature kind
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(for example, the ward could be set to affect aberrations or drow), or
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alignment. You can also set conditions for creatures that don’t trigger the
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You can further
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refine the trigger so the spell activates only under certain circumstances or
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according to physical characteristics (such as height or weight), creature kind
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(for example, the ward could be set to affect aberrations or drow), or
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alignment. You can also set conditions for creatures that don’t trigger the
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glyph, such as those who say a certain password.
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When you inscribe the glyph,
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When you inscribe the glyph,
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choose explosive runes or a spell glyph.
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Explosive Runes
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When triggered, the
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glyph erupts with magical energy in a 20-foot-radius sphere centered on the
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glyph. The sphere spreads around corners. Each creature in the area must make a
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Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
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When triggered, the
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glyph erupts with magical energy in a 20-foot-radius sphere centered on the
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glyph. The sphere spreads around corners. Each creature in the area must make a
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Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
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thunder damage on a failed saving throw (your choice when you create the glyph),
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or half as much damage on a successful one.
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Spell Glyph
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You can store a
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prepared spell of 3rd level or lower in the glyph by casting it as part of
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creating the glyph. The spell must target a single creature or an area. The
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You can store a
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prepared spell of 3rd level or lower in the glyph by casting it as part of
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creating the glyph. The spell must target a single creature or an area. The
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spell being stored has no immediate effect when cast in this way. When the glyph
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is triggered, the stored spell is cast. If the spell has a target, it targets
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is triggered, the stored spell is cast. If the spell has a target, it targets
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the creature that triggered the glyph. If the spell affects an area, the area is
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centered on that creature. If the spell summons hostile creatures or creates
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harmful objects or traps, they appear as close as possible to the intruder and
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attack it. If the spell requires concentration, it lasts until the end of its
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centered on that creature. If the spell summons hostile creatures or creates
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harmful objects or traps, they appear as close as possible to the intruder and
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attack it. If the spell requires concentration, it lasts until the end of its
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full duration.
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At Higher Levels:
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At Higher Levels:
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"""
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name = "Glyph Of Warding"
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level = 3
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@@ -263,11 +263,11 @@ class GlyphOfWarding(Spell):
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class Goodberry(Spell):
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"""Up to ten berries appear in your hand and are infused with magic for the
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duration. A creature can use its action to eat one berry. Eating a berry
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restores 1 hit point, and the berry provides enough nourishment to sustain a
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"""Up to ten berries appear in your hand and are infused with magic for the
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duration. A creature can use its action to eat one berry. Eating a berry
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restores 1 hit point, and the berry provides enough nourishment to sustain a
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creature for one day.
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The berries lose their potency if they have not been
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The berries lose their potency if they have not been
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consumed within 24 hours of the casting of this spell.
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"""
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name = "Goodberry"
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@@ -283,13 +283,13 @@ class Goodberry(Spell):
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class GraspingVine(Spell):
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"""You conjure a vine that sprouts from the ground in an unoccupied space of your
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choice that you can see within range. When you cast this spell, you can direct
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the vine to lash out at a creature within 30 feet of it that you can see. That
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creature must succeed on a Dexterity saving throw or be pulled 20 feet directly
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"""You conjure a vine that sprouts from the ground in an unoccupied space of your
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choice that you can see within range. When you cast this spell, you can direct
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the vine to lash out at a creature within 30 feet of it that you can see. That
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creature must succeed on a Dexterity saving throw or be pulled 20 feet directly
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toward the vine.
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Until the spell ends, you can direct the vine to lash out at
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Until the spell ends, you can direct the vine to lash out at
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the same creature or another one as a bonus action on each of your turns.
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"""
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name = "Grasping Vine"
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@@ -305,11 +305,11 @@ class GraspingVine(Spell):
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class Grease(Spell):
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"""Slick grease covers the ground in a 10-foot square centered on a point within
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"""Slick grease covers the ground in a 10-foot square centered on a point within
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range and turns it into difficult terrain for the duration.
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When the grease
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appears, each creature standing in its area must succeed on a Dexterity saving
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When the grease
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appears, each creature standing in its area must succeed on a Dexterity saving
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throw or fall prone. A creature that enters the area or ends its turn there must
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also succeed on a Dexterity saving throw or fall prone.
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"""
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@@ -327,7 +327,7 @@ class Grease(Spell):
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class GreaterInvisibility(Spell):
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"""You or a creature you touch becomes invisible until the spell ends. Anything the
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target is wearing or carrying is invisible as long as it is on the target’s
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target is wearing or carrying is invisible as long as it is on the target’s
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person.
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"""
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name = "Greater Invisibility"
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@@ -343,15 +343,15 @@ class GreaterInvisibility(Spell):
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class GreaterRestoration(Spell):
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"""You imbue a creature you touch with positive energy to undo a debilitating
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effect. You can reduce the target’s exhaustion level by one, or end one of the
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following effects on the target:
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* One effect that charmed or petrified the
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target
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* One curse, including the target’s attunement to a cursed magic item
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"""You imbue a creature you touch with positive energy to undo a debilitating
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effect. You can reduce the target’s exhaustion level by one, or end one of the
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following effects on the target:
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* One effect that charmed or petrified the
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target
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* One curse, including the target’s attunement to a cursed magic item
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*
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Any reduction to one of the target’s ability scores
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* One effect reducing the
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Any reduction to one of the target’s ability scores
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* One effect reducing the
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target’s hit point maximum
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"""
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name = "Greater Restoration"
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@@ -368,16 +368,16 @@ class GreaterRestoration(Spell):
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class GreenFlameBlade(Spell):
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"""As part of the action used to cast this spell, you must make a melee attack with
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a weapon against one creature within the spell's range, otherwise the spell
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fails. On a hit, the target suffers the attack's normal effects, and green fire
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leaps from the target to a different creature of your choice that you can see
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within 5 feet of it. The second creature takes fire damage equal to your
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spellcasting ability modifier. This spell's damage increases when you reach
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a weapon against one creature within the spell's range, otherwise the spell
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fails. On a hit, the target suffers the attack's normal effects, and green fire
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leaps from the target to a different creature of your choice that you can see
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within 5 feet of it. The second creature takes fire damage equal to your
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spellcasting ability modifier. This spell's damage increases when you reach
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higher levels.
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At Higher Levels: At 5th level, the melee attack deals an extra
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1d8 fire damage to the target, and the fire damage to the second creature
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increases to 1d8 + your spellcasting ability modifier. Both damage rolls
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At Higher Levels: At 5th level, the melee attack deals an extra
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1d8 fire damage to the target, and the fire damage to the second creature
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increases to 1d8 + your spellcasting ability modifier. Both damage rolls
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increase by 1d8 at 11th level and 17th level.
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"""
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name = "Green-Flame Blade"
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@@ -393,15 +393,15 @@ class GreenFlameBlade(Spell):
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class GuardianOfFaith(Spell):
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"""A Large spectral guardian appears and hovers for the duration in an unoccupied
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space of your choice that you can see within range. The guardian occupies that
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space and is indistinct except for a gleaming sword and shield emblazoned with
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"""A Large spectral guardian appears and hovers for the duration in an unoccupied
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space of your choice that you can see within range. The guardian occupies that
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space and is indistinct except for a gleaming sword and shield emblazoned with
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the symbol of your deity.
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Any creature hostile to you that moves to a space
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within 10 feet of the guardian for the firs time on a turn must succeed on a
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Dexterity saving throw. The creature takes 20 radiant damage on a failed save,
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||||
or half as much damage on a successful one. The guardian vanishes when it has
|
||||
|
||||
Any creature hostile to you that moves to a space
|
||||
within 10 feet of the guardian for the firs time on a turn must succeed on a
|
||||
Dexterity saving throw. The creature takes 20 radiant damage on a failed save,
|
||||
or half as much damage on a successful one. The guardian vanishes when it has
|
||||
dealt a total of 60 damage.
|
||||
"""
|
||||
name = "Guardian Of Faith"
|
||||
@@ -417,27 +417,27 @@ class GuardianOfFaith(Spell):
|
||||
|
||||
|
||||
class GuardianOfNature(Spell):
|
||||
"""A nature spirit answers your call and transforms you into a powerful guardian.
|
||||
The transformation lasts until the spell ends. You choose one of the following
|
||||
"""A nature spirit answers your call and transforms you into a powerful guardian.
|
||||
The transformation lasts until the spell ends. You choose one of the following
|
||||
forms to assume: Primal Beast or Great Tree.
|
||||
Primal Beast. Bestial fur covers
|
||||
your body, your facial features become feral, and you gain the following
|
||||
Primal Beast. Bestial fur covers
|
||||
your body, your facial features become feral, and you gain the following
|
||||
benefits:
|
||||
- Your walking speed increases by 10 feet.
|
||||
- You gain darkvision with
|
||||
- You gain darkvision with
|
||||
a range of 120 feet.
|
||||
- You make Strength—based attack rolls with advantage.
|
||||
-
|
||||
-
|
||||
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
|
||||
Great Tree.
|
||||
Your skin appears barky, leaves sprout from your hair, and you gain the
|
||||
Great Tree.
|
||||
Your skin appears barky, leaves sprout from your hair, and you gain the
|
||||
following benefits:
|
||||
. You gain 10 temporary hit points.
|
||||
- You make Constitution
|
||||
- You make Constitution
|
||||
saving throws with advantage.
|
||||
- You make Dexterity- and Wisdom-based attack
|
||||
- You make Dexterity- and Wisdom-based attack
|
||||
rolls with advantage.
|
||||
- While you are on the ground, the ground within 15 feet
|
||||
- While you are on the ground, the ground within 15 feet
|
||||
of you is difficult terrain for your enemies.
|
||||
"""
|
||||
name = "Guardian Of Nature"
|
||||
@@ -453,41 +453,41 @@ class GuardianOfNature(Spell):
|
||||
|
||||
|
||||
class GuardsAndWards(Spell):
|
||||
"""You create a ward that protects up to 2,500 square feet of floor space (an area
|
||||
50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares).
|
||||
The warded area can be up to 20 feet tall, and shaped as you desire. You can
|
||||
"""You create a ward that protects up to 2,500 square feet of floor space (an area
|
||||
50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares).
|
||||
The warded area can be up to 20 feet tall, and shaped as you desire. You can
|
||||
ward several stories of a stronghold by dividing the area among them, as long as
|
||||
you can walk into each contiguous area while you are casting the spell.
|
||||
|
||||
When
|
||||
you cast this spell, you can specify individuals that are unaffected by any or
|
||||
all of the effects that you choose. You can also specify a password that, when
|
||||
|
||||
When
|
||||
you cast this spell, you can specify individuals that are unaffected by any or
|
||||
all of the effects that you choose. You can also specify a password that, when
|
||||
spoken aloud, makes the speaker immune to these effects.
|
||||
|
||||
Guards and wards
|
||||
|
||||
Guards and wards
|
||||
creates the following effects within the warded area.
|
||||
|
||||
|
||||
Corridors
|
||||
Fog fills all
|
||||
the warded corridors, making them heavily obscured. In addition, at each
|
||||
intersection or branching passage offering a choice of direction, there is a 50
|
||||
percent chance that a creature other than you will believe it is going in the
|
||||
Fog fills all
|
||||
the warded corridors, making them heavily obscured. In addition, at each
|
||||
intersection or branching passage offering a choice of direction, there is a 50
|
||||
percent chance that a creature other than you will believe it is going in the
|
||||
opposite direction from the one it chooses.
|
||||
|
||||
|
||||
Doors
|
||||
All doors in the warded area
|
||||
All doors in the warded area
|
||||
are magically locked, as if sealed by an arcane lock spell. In addition, you can
|
||||
cover up to ten doors with an illusion (equivalent to the illusory object
|
||||
function of the m inor illusion spell) to make them appear as plain sections of
|
||||
cover up to ten doors with an illusion (equivalent to the illusory object
|
||||
function of the m inor illusion spell) to make them appear as plain sections of
|
||||
wall.
|
||||
|
||||
|
||||
Stairs
|
||||
Webs fill all stairs in the warded area from top to bottom, as the
|
||||
web spell. These strands regrow in 10 minutes if they are burned or torn away
|
||||
web spell. These strands regrow in 10 minutes if they are burned or torn away
|
||||
while guards and wards lasts.
|
||||
|
||||
|
||||
Other Spell Effect
|
||||
You can place your choice of
|
||||
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
|
||||
@@ -495,20 +495,20 @@ class GuardsAndWards(Spell):
|
||||
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
|
||||
• Place stinking cloud in two locations. The vapors appear in the
|
||||
places you designate; they return within 10 minutes if dispersed by wind while
|
||||
guards and wards lasts.
|
||||
• Place a constant gust of wind in one corridor or room.
|
||||
|
||||
• Place a suggestion in one location. You select an area of up to 5 feet
|
||||
|
||||
• Place a suggestion in one location. You select an area of up to 5 feet
|
||||
square, and any creature that enters
|
||||
or passes through the area receives the
|
||||
or passes through the area receives the
|
||||
suggestion mentally.
|
||||
|
||||
The whole warded area radiates magic. A dispel magic cast
|
||||
|
||||
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
|
||||
You can create a
|
||||
permanently guarded and warded structure by casting this spell there every
|
||||
day for one year.
|
||||
"""
|
||||
name = "Guards And Wards"
|
||||
@@ -524,8 +524,8 @@ class GuardsAndWards(Spell):
|
||||
|
||||
|
||||
class Guidance(Spell):
|
||||
"""You touch one willing creature. Once before the spell ends, the target can roll
|
||||
a d4 and add the number rolled to one ability check of its choice. It can roll
|
||||
"""You touch one willing creature. Once before the spell ends, the target can roll
|
||||
a d4 and add the number rolled to one ability check of its choice. It can roll
|
||||
the die before or after making the ability check. The spell then ends.
|
||||
"""
|
||||
name = "Guidance"
|
||||
@@ -542,14 +542,14 @@ class Guidance(Spell):
|
||||
|
||||
class GuidingBolt(Spell):
|
||||
"""A flash of light streaks toward a creature of your choice within range.
|
||||
Make a
|
||||
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
|
||||
Make a
|
||||
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
|
||||
damage, and the next attack roll made against this target before the end of your
|
||||
next turn has advantage, thanks to the mystical dim light glittering on the
|
||||
next turn has advantage, thanks to the mystical dim light glittering on the
|
||||
target until then.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 2nd level or higher, the damage increases by 1d6 for each slot level
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 2nd level or higher, the damage increases by 1d6 for each slot level
|
||||
above 1st.
|
||||
"""
|
||||
name = "Guiding Bolt"
|
||||
@@ -564,15 +564,44 @@ class GuidingBolt(Spell):
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class GuidingHand(Spell):
|
||||
"""You create a Tiny incorporeal hand of shimmering light in an unoccupied
|
||||
space you can see within range. The hand exists for the duration, but it
|
||||
disappears if you teleport or you travel to a different plane of existence.
|
||||
|
||||
When the hand appears, you name one major landmark, such as a city,
|
||||
mountain, castle, or battlefield on the same plane of existence as you.
|
||||
Someone in history must have visited the site and mapped it. If the
|
||||
landmark appears on no map in existence, the spell fails. Otherwise,
|
||||
whenever you move toward the hand, it moves away from you at the same speed
|
||||
you moved, and it moves in the direction of the landmark, always remaining
|
||||
5 feet away from you.
|
||||
|
||||
If you don’t move toward the hand, it remains in place until you do and
|
||||
beckons for you to follow once every 1d4 minutes.
|
||||
|
||||
"""
|
||||
name = "Guiding Hand"
|
||||
level = 1
|
||||
casting_time = "1 minute"
|
||||
casting_range = "5 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 8 hours"
|
||||
ritual = True
|
||||
magic_scool = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Wizard')
|
||||
|
||||
|
||||
class Gust(Spell):
|
||||
"""You seize the air and compel it to create one of the following effects at a
|
||||
"""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
|
||||
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
|
||||
• 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.
|
||||
@@ -590,21 +619,21 @@ class Gust(Spell):
|
||||
|
||||
|
||||
class GustOfWind(Spell):
|
||||
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a
|
||||
direction you choose for the spell’s duration. Each creature that starts its
|
||||
turn in the line must succeed on a Strength saving throw or be pushed 15 feet
|
||||
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a
|
||||
direction you choose for the spell’s duration. Each creature that starts its
|
||||
turn in the line must succeed on a Strength saving throw or be pushed 15 feet
|
||||
away from you in a direction following the line.
|
||||
|
||||
Any creature in the line must
|
||||
|
||||
Any creature in the line must
|
||||
spend 2 feet of movement for every 1 foot it moves when moving closer to you.
|
||||
|
||||
|
||||
The gust disperses gas or vapor, and it extinguishes candles, torches, and
|
||||
similar unprotected flames in the area. It causes protected flames, such as
|
||||
those of lanterns, to dance wildly and has a 50 percent chance to extinguish
|
||||
|
||||
|
||||
The gust disperses gas or vapor, and it extinguishes candles, torches, and
|
||||
similar unprotected flames in the area. It causes protected flames, such as
|
||||
those of lanterns, to dance wildly and has a 50 percent chance to extinguish
|
||||
them.
|
||||
|
||||
As a bonus action on each of your turns before the spell ends, you can
|
||||
|
||||
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"
|
||||
|
||||
+304
-269
@@ -3,22 +3,22 @@ from .spells import Spell
|
||||
|
||||
class WallOfFire(Spell):
|
||||
"""You create a wall of fire on a solid surface within range. You can make the wall
|
||||
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
|
||||
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
|
||||
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
|
||||
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
|
||||
for the duration.
|
||||
|
||||
When the wall appears, each creature within its area must
|
||||
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
|
||||
|
||||
When the wall appears, each creature within its area must
|
||||
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
|
||||
damage, or half as much damage on a successful save.
|
||||
|
||||
One side of the wall,
|
||||
|
||||
One side of the wall,
|
||||
selected by you when you cast this spell, deals 5d8 fire damage to each creature
|
||||
that ends its turn within 10 feet of that side or inside the wall. A creature
|
||||
takes the same damage when it enters the wall for the first time on a turn or
|
||||
that ends its turn within 10 feet of that side or inside the wall. A creature
|
||||
takes the same damage when it enters the wall for the first time on a turn or
|
||||
ends its turn there. The other side of the wall deals no damage.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 5th level or higher, the
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 5th level or higher, the
|
||||
damage increases by 1d8 for each slot level above 4th.
|
||||
"""
|
||||
name = "Wall Of Fire"
|
||||
@@ -34,20 +34,20 @@ class WallOfFire(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 choose within
|
||||
range.
|
||||
The wall appears in any orientation you choose, as a horizontal or
|
||||
vertical barrier or at an angle. It can be free floating or resting on a solid
|
||||
surface. You can form it into a hemispherical dome or a sphere with a radius of
|
||||
The wall appears in any orientation you choose, as a horizontal or
|
||||
vertical barrier or at an angle. It can be free floating or resting on a solid
|
||||
surface. You can form it into a hemispherical dome or a sphere with a radius of
|
||||
up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot
|
||||
panels. Each panel must be continguous with another panel. In any form, the
|
||||
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
|
||||
panels. Each panel must be continguous with another panel. In any form, the
|
||||
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
|
||||
creature’s space when it appears, the creature is pushed to one side of the wall
|
||||
(your choice which side).
|
||||
|
||||
Nothing can physically pass through the wall. It is
|
||||
immune to all damage and can’t be dispelled by dispel magic. A disintegrate
|
||||
spell destroys the wall instantly, however. The wall also extends into the
|
||||
|
||||
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"
|
||||
@@ -65,27 +65,27 @@ class WallOfForce(Spell):
|
||||
class WallOfIce(Spell):
|
||||
"""You create a wall of ice on a solid surface within range. You can form it into a
|
||||
hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a
|
||||
flat surfcae made up of ten 10-foot-square panels. Each panel must be
|
||||
contiguous with another panel. In any form, the wall is 1 foot thick and lasts
|
||||
flat surfcae made up of ten 10-foot-square panels. Each panel must be
|
||||
contiguous with another panel. In any form, the wall is 1 foot thick and lasts
|
||||
for the duration.
|
||||
|
||||
If the wall cuts through a creature’s space when it appears,
|
||||
the creature within its area is pushed to one side of the wall and must make a
|
||||
Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage,
|
||||
|
||||
If the wall cuts through a creature’s space when it appears,
|
||||
the creature within its area is pushed to one side of the wall and must make a
|
||||
Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage,
|
||||
or half as much damage on a successful save.
|
||||
|
||||
The wall is an object that can be
|
||||
damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section,
|
||||
|
||||
The wall is an object that can be
|
||||
damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section,
|
||||
and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit
|
||||
points destroys it and leaves behind a sheet of frigid air int he space the
|
||||
wall occupied. A creature moving through the sheet of frigid air for the first
|
||||
time on a turn must make a Constitution saaving throw. The creature takes 5f6
|
||||
points destroys it and leaves behind a sheet of frigid air int he space the
|
||||
wall occupied. A creature moving through the sheet of frigid air for the first
|
||||
time on a turn must make a Constitution saaving throw. The creature takes 5f6
|
||||
cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 7th level or
|
||||
higher, the damage the wall deals when it appears increases by 2d6, and the
|
||||
damage from passing through the sheet of frigid air increases by 1d6, for each
|
||||
|
||||
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"
|
||||
@@ -101,28 +101,28 @@ class WallOfIce(Spell):
|
||||
|
||||
|
||||
class WallOfLight(Spell):
|
||||
"""A shimmering wall of bright light appears at a point you choose within range.
|
||||
The wall appears in any orientation you choose: horizontally, vertically, or
|
||||
"""A shimmering wall of bright light appears at a point you choose within range.
|
||||
The wall appears in any orientation you choose: horizontally, vertically, or
|
||||
diagonally. It can be free floating, or it can rest on a solid surface. The wall
|
||||
can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line
|
||||
of sight, but creatures and objects can pass through it. It emits bright light
|
||||
of sight, but creatures and objects can pass through it. It emits bright light
|
||||
out to 120 feet and dim light for an additional 120 feet.
|
||||
When the wall appears,
|
||||
each creature in its area must make a Constitution saving throw. On a failed
|
||||
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
|
||||
successful save, it takes half as much damage and isn’t blinded. A blinded
|
||||
creature can make a Constitution saving throw at the end of each of its turns,
|
||||
each creature in its area must make a Constitution saving throw. On a failed
|
||||
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
|
||||
successful save, it takes half as much damage and isn’t blinded. A blinded
|
||||
creature can make a Constitution saving throw at the end of each of its turns,
|
||||
ending the effect on itself on a success.
|
||||
A creature that ends its turn in the
|
||||
A creature that ends its turn in the
|
||||
wall’s area takes 4d8 radiant damage.
|
||||
Until the spell ends, you can use an
|
||||
action to launch a beam of radiance from the wall at one creature you can see
|
||||
Until the spell ends, you can use an
|
||||
action to launch a beam of radiance from the wall at one creature you can see
|
||||
within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8
|
||||
radiant damage. Whether you hit or miss, reduce the length of the wall by 10
|
||||
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
|
||||
|
||||
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"
|
||||
@@ -138,8 +138,8 @@ class WallOfLight(Spell):
|
||||
|
||||
|
||||
class WallOfSand(Spell):
|
||||
"""You conjure up a wall of swirling sand on the ground at a point you can see
|
||||
within range. You can make the wall up to 30 feet long, 10 feet high, and 10
|
||||
"""You conjure up a wall of swirling sand on the ground at a point you can see
|
||||
within range. You can make the wall up to 30 feet long, 10 feet high, and 10
|
||||
feet thick, and it vanishes when the spell ends. It blocks line of sight but not
|
||||
movement. A creature is blinded while in the wall’s space and must spend 3 feet
|
||||
of movement for every 1 foot it moves there.
|
||||
@@ -157,37 +157,37 @@ class WallOfSand(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 you choose
|
||||
within range.
|
||||
The wall is 6 inches thick and is composed of ten 10-foot-
|
||||
by-10-foot panels. Each panel must be contiguous with at least on other panel.
|
||||
Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches
|
||||
by-10-foot panels. Each panel must be contiguous with at least on other panel.
|
||||
Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches
|
||||
thick.
|
||||
|
||||
If the wall cuts through a creature’s space when it appears, the
|
||||
|
||||
If the wall cuts through a creature’s space when it appears, the
|
||||
creature is pushed to one side of the wall (your choice). If a creature would be
|
||||
surrounded on all sides by the wall (or the wall and another solid surface),
|
||||
that creature can make a Dexterity saving throw. On a success, it can use its
|
||||
surrounded on all sides by the wall (or the wall and another solid surface),
|
||||
that creature can make a Dexterity saving throw. On a success, it can use its
|
||||
reaction to move up to its speed so that it is no longer enclosed by the wall.
|
||||
|
||||
|
||||
|
||||
|
||||
The wall can have any shape you desire, though it can’t occupy the same space as
|
||||
a creature or object. the wall doesn’t need to be vertical or resting on any
|
||||
firm foundation. It must, however, merge with and be solidly supported by
|
||||
a creature or object. the wall doesn’t need to be vertical or resting on any
|
||||
firm foundation. It must, however, merge with and be solidly supported by
|
||||
existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
|
||||
|
||||
|
||||
If you create a span greater than 20 feet in length, you must halve the size
|
||||
of each panel to create supports. You can crudely shape the wall to create
|
||||
|
||||
|
||||
If you create a span greater than 20 feet in length, you must halve the size
|
||||
of each panel to create supports. You can crudely shape the wall to create
|
||||
crenellations, battlements, and so on.
|
||||
|
||||
|
||||
The wall is an object made of stone that
|
||||
can be damaged and thus breached. Each panel has AC 15 and 30 hit points per
|
||||
inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
|
||||
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
|
||||
|
||||
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"
|
||||
@@ -203,25 +203,25 @@ class WallOfStone(Spell):
|
||||
|
||||
|
||||
class WallOfThorns(Spell):
|
||||
"""You create a wall of tough, pliable, tangled brush bristling with needle-sharp
|
||||
thorns. The wall appears within range on a solid surface and lasts for the
|
||||
duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
|
||||
"""You create a wall of tough, pliable, tangled brush bristling with needle-sharp
|
||||
thorns. The wall appears within range on a solid surface and lasts for the
|
||||
duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
|
||||
feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and
|
||||
5 feet thick. The wall blocks line of sight.
|
||||
|
||||
When the wall appears, each
|
||||
|
||||
When the wall appears, each
|
||||
creature within its area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 7d8 piercing damage, or half as much damage on a successful
|
||||
creature takes 7d8 piercing damage, or half as much damage on a successful
|
||||
save.
|
||||
|
||||
A creature can move through the wall, albeit slowly and painfully. For
|
||||
every 1 foot a creature moves through the wall, it must spend 4 feet of
|
||||
movement. Furthermore, the first time a creature enters the wall on a turn or
|
||||
ends its turn there, the creature must make a Dexterity saving throw. It takes
|
||||
|
||||
A creature can move through the wall, albeit slowly and painfully. For
|
||||
every 1 foot a creature moves through the wall, it must spend 4 feet of
|
||||
movement. Furthermore, the first time a creature enters the wall on a turn or
|
||||
ends its turn there, the creature must make a Dexterity saving throw. It takes
|
||||
7d8 slashing damage on a failed save, or half as much on a successful save.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 7th level or
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 7th level or
|
||||
higher, both types o f damage increase by 1d8 for each slot level above 6th.
|
||||
"""
|
||||
name = "Wall Of Thorns"
|
||||
@@ -238,19 +238,19 @@ class WallOfThorns(Spell):
|
||||
|
||||
class WallOfWater(Spell):
|
||||
"""(a drop of water)
|
||||
You conjure up a wall of water on the ground at a point you
|
||||
can see within range. You can make the wall up to 30 feet long, 10 feet high,
|
||||
and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20
|
||||
feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s
|
||||
You conjure up a wall of water on the ground at a point you
|
||||
can see within range. You can make the wall up to 30 feet long, 10 feet high,
|
||||
and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20
|
||||
feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s
|
||||
space is difficult terrain.
|
||||
Any ranged weapon attack that enters the wall’s
|
||||
Any ranged weapon attack that enters the wall’s
|
||||
space has disadvantage on the attack roll, and fire damage
|
||||
is halved if the fire
|
||||
effect passes through the wall to reach its target. Spells that deal cold
|
||||
damage that pass through the wall cause the area of the wall they pass through
|
||||
effect passes through the wall to reach its target. Spells that deal cold
|
||||
damage that pass through the wall cause the area of the wall they pass through
|
||||
to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square
|
||||
frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit
|
||||
points destroys it. When a section is destroyed, the wall’s water doesn’t fill
|
||||
frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit
|
||||
points destroys it. When a section is destroyed, the wall’s water doesn’t fill
|
||||
it.
|
||||
"""
|
||||
name = "Wall Of Water"
|
||||
@@ -266,17 +266,17 @@ class WallOfWater(Spell):
|
||||
|
||||
|
||||
class WardingBond(Spell):
|
||||
"""This spell wards a willing creature you touch and creates a mystic connection
|
||||
"""This spell wards a willing creature you touch and creates a mystic connection
|
||||
between you and the target until the spell ends.
|
||||
|
||||
While the target is within 60
|
||||
feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance
|
||||
to all damage. Also, each time it takes damage, you take the same amount of
|
||||
|
||||
While the target is within 60
|
||||
feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance
|
||||
to all damage. Also, each time it takes damage, you take the same amount of
|
||||
damage.
|
||||
|
||||
The spell ends if you drop to 0 hit points or if you and the target
|
||||
become separated by more than 60 feet. It also ends if the spell is cast again
|
||||
on either of the connected creatures. You can also dismiss the spell as an
|
||||
|
||||
The spell ends if you drop to 0 hit points or if you and the target
|
||||
become separated by more than 60 feet. It also ends if the spell is cast again
|
||||
on either of the connected creatures. You can also dismiss the spell as an
|
||||
action.
|
||||
"""
|
||||
name = "Warding Bond"
|
||||
@@ -294,15 +294,15 @@ class WardingBond(Spell):
|
||||
class WardingWind(Spell):
|
||||
"""A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves
|
||||
with you, remaining centered on you. The wind lasts for the spell’s duration.
|
||||
|
||||
|
||||
The wind has the following effects:
|
||||
• It deafens you and other creatures in its
|
||||
• It deafens you and other creatures in its
|
||||
area.
|
||||
• It extinguishes unprotected flames in its area that are torch-sized or
|
||||
• It extinguishes unprotected flames in its area that are torch-sized or
|
||||
smaller.
|
||||
• The area is difficult terrain for creatures other than you.
|
||||
• The
|
||||
attack rolls of ranged weapon attacks have disadvantage if they pass in or out
|
||||
• The
|
||||
attack rolls of ranged weapon attacks have disadvantage if they pass in or out
|
||||
of the wind.
|
||||
• It hedges out vapor, gas, and fog that can be dispersed by strong
|
||||
wind.
|
||||
@@ -320,8 +320,8 @@ class WardingWind(Spell):
|
||||
|
||||
|
||||
class WaterBreathing(Spell):
|
||||
"""This spell grants up to ten willing creatures you can see within range the
|
||||
ability to breathe underwater until the spell ends. Affected creatures also
|
||||
"""This spell grants up to ten willing creatures you can see within range the
|
||||
ability to breathe underwater until the spell ends. Affected creatures also
|
||||
retain their normal mode of respiration.
|
||||
"""
|
||||
name = "Water Breathing"
|
||||
@@ -338,13 +338,13 @@ class WaterBreathing(Spell):
|
||||
|
||||
class WaterWalk(Spell):
|
||||
"""This spell grants the ability to move across any liquid surface – such as water,
|
||||
acid, mud, snow, quicksand, or lava – as if it were harmless solid ground
|
||||
acid, mud, snow, quicksand, or lava – as if it were harmless solid ground
|
||||
(creatures crossing molten lava can still take damage from the heat).
|
||||
Up to ten
|
||||
Up to ten
|
||||
willing creatures you can see within range gain this ability for the duration.
|
||||
|
||||
|
||||
If you target a creature submerged in a liquid, the spell carries the target to
|
||||
|
||||
|
||||
If you target a creature submerged in a liquid, the spell carries the target to
|
||||
the surface of the liquid at a rate of 60 feet per round.
|
||||
"""
|
||||
name = "Water Walk"
|
||||
@@ -360,28 +360,28 @@ class WaterWalk(Spell):
|
||||
|
||||
|
||||
class WaterySphere(Spell):
|
||||
"""You conjure up a sphere of water with a 5-foot radius on a point you can see
|
||||
within range. The sphere can hover in the air, but no more than 10 feet off the
|
||||
"""You conjure up a sphere of water with a 5-foot radius on a point you can see
|
||||
within range. The sphere can hover in the air, but no more than 10 feet off the
|
||||
ground. The sphere remains for the spell’s duration.
|
||||
Any creature in the
|
||||
sphere’s space must make a Strength saving throw. On a successful save, a
|
||||
creature is ejected from that space to the nearest unoccupied space outside it.
|
||||
A Huge or larger creature succeeds on the saving throw automatically. On a
|
||||
failed save, a creature is restrained by the sphere and is engulfed by the
|
||||
water. At the end of each of its turns, a restrained target can repeat the
|
||||
Any creature in the
|
||||
sphere’s space must make a Strength saving throw. On a successful save, a
|
||||
creature is ejected from that space to the nearest unoccupied space outside it.
|
||||
A Huge or larger creature succeeds on the saving throw automatically. On a
|
||||
failed save, a creature is restrained by the sphere and is engulfed by the
|
||||
water. At the end of each of its turns, a restrained target can repeat the
|
||||
saving throw.
|
||||
The sphere can restrain a maximum of four Medium or smaller
|
||||
The sphere can restrain a maximum of four Medium or smaller
|
||||
creatures or one Large creature. If the sphere restrains a creature in excess of
|
||||
these numbers, a random creature that was already restrained by the sphere
|
||||
these numbers, a random creature that was already restrained by the sphere
|
||||
falls out of it and lands prone in a space within 5 feet of it.
|
||||
As an action,
|
||||
you can move the sphere up to 30 feet in a straight line. If it moves over a
|
||||
pit, cliff, or other drop, it safely descends until it is hovering 10 feet over
|
||||
ground. Any creature restrained by the sphere moves with it. You can ram the
|
||||
sphere into creatures, forcing them to make the saving throw, but no more than
|
||||
As an action,
|
||||
you can move the sphere up to 30 feet in a straight line. If it moves over a
|
||||
pit, cliff, or other drop, it safely descends until it is hovering 10 feet over
|
||||
ground. Any creature restrained by the sphere moves with it. You can ram the
|
||||
sphere into creatures, forcing them to make the saving throw, but no more than
|
||||
once per turn.
|
||||
When the spell ends, the sphere falls to the ground and
|
||||
extinguishes all normal flames within 30 feet of it. Any creature restrained by
|
||||
When the spell ends, the sphere falls to the ground and
|
||||
extinguishes all normal flames within 30 feet of it. Any creature restrained by
|
||||
the sphere is knocked prone in the space where it falls.
|
||||
"""
|
||||
name = "Watery Sphere"
|
||||
@@ -397,27 +397,27 @@ class WaterySphere(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 choice within
|
||||
range.
|
||||
The webs fill a 20-foot cube from that point for the duration. The webs
|
||||
The webs fill a 20-foot cube from that point for the duration. The webs
|
||||
are difficult terrain and lightly obscure their area.
|
||||
|
||||
If the webs aren’t
|
||||
anchored between two solid masses (such as walls or trees) or layered across a
|
||||
floor, wall, or ceiling, the conjured web collapses on itself, and the spell
|
||||
ends at the start of your next turn. Webs layered over a flat surface have a
|
||||
|
||||
If the webs aren’t
|
||||
anchored between two solid masses (such as walls or trees) or layered across a
|
||||
floor, wall, or ceiling, the conjured web collapses on itself, and the spell
|
||||
ends at the start of your next turn. Webs layered over a flat surface have a
|
||||
depth of 5 feet.
|
||||
|
||||
Each creature that starts its turn in the webs or that enters
|
||||
them during its turn must make a Dexterity saving throw. On a failed save, the
|
||||
creature is restrained as long as it remains in the webs or until it breaks
|
||||
|
||||
Each creature that starts its turn in the webs or that enters
|
||||
them during its turn must make a Dexterity saving throw. On a failed save, the
|
||||
creature is restrained as long as it remains in the webs or until it breaks
|
||||
free.
|
||||
|
||||
A creature restrained by the webs can use its action to make a Strength
|
||||
|
||||
A creature restrained by the webs can use its action to make a Strength
|
||||
check against your spell save DC. If it succeeds, it is no longer restrained.
|
||||
|
||||
|
||||
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1
|
||||
|
||||
|
||||
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"
|
||||
@@ -433,15 +433,15 @@ class Web(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 illusory
|
||||
creatures in their minds, visible only to them.
|
||||
Each creature in a 30-foot-
|
||||
radius sphere centered on a point of your choice within range must make a Wisdom
|
||||
saving throw. On a failed save, a creature becomes frightened for the duration.
|
||||
|
||||
The illusion calls on the creature’s deepest fears, manifesting its worst
|
||||
nightmares as an implacable threat. At the end of each of the frightened
|
||||
creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
|
||||
|
||||
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"
|
||||
@@ -457,26 +457,26 @@ class Weird(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 within range.
|
||||
The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point.
|
||||
Until the spell ends, you can use your action to move the whirlwind up to 30
|
||||
feet in any direction along the ground. The whirlwind sucks up any Medium or
|
||||
smaller objects that aren’t secured to anything and that aren’t worn or carried
|
||||
Until the spell ends, you can use your action to move the whirlwind up to 30
|
||||
feet in any direction along the ground. The whirlwind sucks up any Medium or
|
||||
smaller objects that aren’t secured to anything and that aren’t worn or carried
|
||||
by anyone.
|
||||
A creature must make a Dexterity saving throw the first time on a
|
||||
A creature must make a Dexterity saving throw the first time on a
|
||||
turn that it enters the
|
||||
whirlwind or that the whirlwind enters its space,
|
||||
including when the whirlwind first appears. A creature takes 10d6 bludgeoning
|
||||
damage on a failed save, or half as much damage on a successful one. In
|
||||
addition, a Large or smaller creature that fails the save must succeed on a
|
||||
Strength saving throw or become restrained in the whirlwind until the spell
|
||||
ends. When a creature starts its turn restrained by the whirlwind, the creature
|
||||
whirlwind or that the whirlwind enters its space,
|
||||
including when the whirlwind first appears. A creature takes 10d6 bludgeoning
|
||||
damage on a failed save, or half as much damage on a successful one. In
|
||||
addition, a Large or smaller creature that fails the save must succeed on a
|
||||
Strength saving throw or become restrained in the whirlwind until the spell
|
||||
ends. When a creature starts its turn restrained by the whirlwind, the creature
|
||||
is pulled 5 feet higher inside it, unless the creature is at the top.
|
||||
A
|
||||
restrained creature moves with the whirlwind and falls when the spell ends,
|
||||
unless the creature has some means to stay aloft. A restrained creature can use
|
||||
an action to make a Strength or Dexterity check against your spell save DC. If
|
||||
successful, the creature is no longer restrained by the whirlwind and is hurled
|
||||
A
|
||||
restrained creature moves with the whirlwind and falls when the spell ends,
|
||||
unless the creature has some means to stay aloft. A restrained creature can use
|
||||
an action to make a Strength or Dexterity check against your spell save DC. If
|
||||
successful, the creature is no longer restrained by the whirlwind and is hurled
|
||||
3d6 × 10 feet away from it in a random direction.
|
||||
"""
|
||||
name = "Whirlwind"
|
||||
@@ -491,21 +491,56 @@ class Whirlwind(Spell):
|
||||
classes = ('Druid', 'Wizard', 'Sorcerer')
|
||||
|
||||
|
||||
class WildCunning(Spell):
|
||||
"""You call out to the spirits of nature to aid you. When you cast this
|
||||
spell, choose one of the following effects:
|
||||
-- If there are any tracks on the ground within range, you know where they
|
||||
are, and you make Wisdom (Survival) checks to follow these tracks with
|
||||
advantage for 1 hour or until you cast this spell again.
|
||||
|
||||
-- If there is edible forage within range, you know it and where to find
|
||||
it.
|
||||
|
||||
-- If there is clean drinking water within range, you know it and where to
|
||||
find it.
|
||||
|
||||
-- If there is suitable shelter for you and your companions with range, you
|
||||
know it and where to find it.
|
||||
|
||||
-- Send the spirits to bring back wood for a fire and to set up a campsite
|
||||
in the area using your supplies. The spirits build the fire in a circle of
|
||||
stones, put up tents, unroll bedrolls, and put out any rations and water
|
||||
for consumption.
|
||||
|
||||
-- Have the spirits instantly break down a campsite, which includes putting
|
||||
out a fire, taking down tents, packing up bags, and burying any rubbish.
|
||||
"""
|
||||
name = "Wild Cunning"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Insantaneous"
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class WindWalk(Spell):
|
||||
"""You and up to ten willing creatures you can see within range assume a gaseous
|
||||
"""You and up to ten willing creatures you can see within range assume a gaseous
|
||||
form for the duration, appearing as wisps of cloud.
|
||||
While in this cloud form, a
|
||||
creature has a flying speed of 300 feet and has resistance to damage from
|
||||
nonmagical weapons. The only actions a creature can take in this form are the
|
||||
While in this cloud form, a
|
||||
creature has a flying speed of 300 feet and has resistance to damage from
|
||||
nonmagical weapons. The only actions a creature can take in this form are the
|
||||
Dash action or to revert to its normal form.
|
||||
Reverting takes 1 minute, during
|
||||
which time a creature is incapacitated and can’t move. Until the spell ends, a
|
||||
creature can revert to cloud form, which also requires the 1-minute
|
||||
Reverting takes 1 minute, during
|
||||
which time a creature is incapacitated and can’t move. Until the spell ends, a
|
||||
creature can revert to cloud form, which also requires the 1-minute
|
||||
transformation.
|
||||
|
||||
|
||||
If a creature is in cloud form and flying when the effect ends,
|
||||
the creature descends 60 feet per round for 1 minute until it lands, which it
|
||||
does safely. If it can’t land after 1 minute, the creature falls the remaining
|
||||
the creature descends 60 feet per round for 1 minute until it lands, which it
|
||||
does safely. If it can’t land after 1 minute, the creature falls the remaining
|
||||
distance.
|
||||
"""
|
||||
name = "Wind Walk"
|
||||
@@ -522,21 +557,21 @@ class WindWalk(Spell):
|
||||
|
||||
class WindWall(Spell):
|
||||
"""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 thick. You
|
||||
can shape the wall in any way you choose so long as it makes one continuous path
|
||||
along the ground. The wall lasts for the duration.
|
||||
|
||||
|
||||
When the wall appears, each
|
||||
creature within its area must make a Strength saving throw. A creature takes
|
||||
3d8 bludgeoning damage on a failed save, or half as much damage on a successful
|
||||
creature within its area must make a Strength saving throw. A creature takes
|
||||
3d8 bludgeoning damage on a failed save, or half as much damage on a successful
|
||||
one.
|
||||
|
||||
|
||||
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller
|
||||
flying creatures or objects can’t pass through the wall. Loose, lightweight
|
||||
materials brought into the wall fly upward. Arrows, bolts, and other ordinary
|
||||
projectiles launched at targets behind the wall are deflected upward and
|
||||
automatically miss. (Boulders hurled by giants or siege engines, and similar
|
||||
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"
|
||||
@@ -552,60 +587,60 @@ class WindWall(Spell):
|
||||
|
||||
|
||||
class Wish(Spell):
|
||||
"""Wish is the mightiest spell a mortal creature can cast. By simply speaking
|
||||
aloud, you can alter the very foundations of reality in accord with your
|
||||
"""Wish is the mightiest spell a mortal creature can cast. By simply speaking
|
||||
aloud, you can alter the very foundations of reality in accord with your
|
||||
desires.
|
||||
|
||||
The basic use of this spell is to duplicate any other spell of 8th
|
||||
|
||||
The basic use of this spell is to duplicate any other spell of 8th
|
||||
level or lower. You don’t need to meet any requirements in that spell, including
|
||||
costly components. The spell simply takes effect.
|
||||
Alternatively, you can create
|
||||
one of the following effects of your choice:
|
||||
|
||||
• You create one object of up to
|
||||
25,000 gp in value that isn’t a magic item. The object can be no more than 300
|
||||
feet in any dimension, and it appears in an unoccupied space you can see on the
|
||||
|
||||
• You create one object of up to
|
||||
25,000 gp in value that isn’t a magic item. The object can be no more than 300
|
||||
feet in any dimension, and it appears in an unoccupied space you can see on the
|
||||
ground.
|
||||
|
||||
• You allow up to twenty creatures that you can see to regain all hit
|
||||
points, and you end all effects on them described in the greater restoration
|
||||
|
||||
• You allow up to twenty creatures that you can see to regain all hit
|
||||
points, and you end all effects on them described in the greater restoration
|
||||
spell.
|
||||
|
||||
• You grant up to ten creatures that you can see resistance to a damage
|
||||
|
||||
• You grant up to ten creatures that you can see resistance to a damage
|
||||
type you choose.
|
||||
|
||||
• You grant up to ten creatures you can see immunity to a
|
||||
single spell or other magical effect for 8 hours. For instance, you could make
|
||||
|
||||
• You grant up to ten creatures you can see immunity to a
|
||||
single spell or other magical effect for 8 hours. For instance, you could make
|
||||
yourself and all your com panions immune to a lich’s life drain attack.
|
||||
|
||||
• You
|
||||
undo a single recent event by forcing a reroll of any roll made within the last
|
||||
|
||||
• You
|
||||
undo a single recent event by forcing a reroll of any roll made within the last
|
||||
round (including your last turn). Reality reshapes itself to accommodate the new
|
||||
result. For example, a wish spell could undo an opponent’s successful save, a
|
||||
foe’s critical hit, or a friend’s failed save. You can force the reroll to be
|
||||
made with advantage or disadvantage, and you can choose whether to use the
|
||||
result. For example, a wish spell could undo an opponent’s successful save, a
|
||||
foe’s critical hit, or a friend’s failed save. You can force the reroll to be
|
||||
made with advantage or disadvantage, and you can choose whether to use the
|
||||
reroll or the original roll.
|
||||
|
||||
You might be able to achieve something beyond the
|
||||
|
||||
You might be able to achieve something beyond the
|
||||
scope of the above examples. State your wish to the DM as precisely as possible.
|
||||
The DM has great latitude in ruling what occurs in such an instance; the
|
||||
greater the wish, the greater the likelihood that something goes wrong. This
|
||||
spell might simply fail, the effect you desire
|
||||
mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a
|
||||
The DM has great latitude in ruling what occurs in such an instance; the
|
||||
greater the wish, the greater the likelihood that something goes wrong. This
|
||||
spell might simply fail, the effect you desire
|
||||
mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a
|
||||
result of how you worded the wish. For example, wishing that a villain were dead
|
||||
might propel you forward in time to a period when that villain is no longer
|
||||
alive, effectively removing you from the game. Similarly, wishing for a
|
||||
legendary magic item or artifact might instantly transport you to the presence
|
||||
might propel you forward in time to a period when that villain is no longer
|
||||
alive, effectively removing you from the game. Similarly, wishing for a
|
||||
legendary magic item or artifact might instantly transport you to the presence
|
||||
of the item’s current owner.
|
||||
|
||||
The stress of casting this spell to produce any
|
||||
effect other than duplicating another spell weakens you. After enduring that
|
||||
stress, each time you cast a spell until you finish a long rest, you take 1d10
|
||||
necrotic damage per level of that spell. This damage can’t be reduced or
|
||||
prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or
|
||||
lower already, for 2d4 days. For each of those days that you spend resting and
|
||||
doing nothing more than light activity, your remaining recovery time decreases
|
||||
by 2 days. Finally, there is a 33 percent chance that you are unable to cast
|
||||
|
||||
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"
|
||||
@@ -621,17 +656,17 @@ class Wish(Spell):
|
||||
|
||||
|
||||
class WitchBolt(Spell):
|
||||
"""A beam of crackling, blue energy lances out toward a creature within range,
|
||||
"""A beam of crackling, blue energy lances out toward a creature within range,
|
||||
forming a sustained arc of lightning between you and the target.
|
||||
Make a ranged
|
||||
spell attack against that creature. On a hit, the target takes 1d12 lightning
|
||||
damage, and on each of your turns for the duration, you can use your action to
|
||||
deal 1d12 lightning damage to the target automatically. The spell ends if you
|
||||
use your action to do anything else. The spell also ends if the target is ever
|
||||
Make a ranged
|
||||
spell attack against that creature. On a hit, the target takes 1d12 lightning
|
||||
damage, and on each of your turns for the duration, you can use your action to
|
||||
deal 1d12 lightning damage to the target automatically. The spell ends if you
|
||||
use your action to do anything else. The spell also ends if the target is ever
|
||||
outside the spell’s range or if it has total cover from you.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the initial
|
||||
|
||||
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"
|
||||
@@ -647,10 +682,10 @@ class WitchBolt(Spell):
|
||||
|
||||
|
||||
class WordOfRadiance(Spell):
|
||||
"""You utter a divine word, and burning radiance erupts from you. Each creature of
|
||||
your choice that you can see within range must succeed on a Constitution saving
|
||||
"""You utter a divine word, and burning radiance erupts from you. Each creature of
|
||||
your choice that you can see within range must succeed on a Constitution saving
|
||||
throw or take 1d6 radiant damage.
|
||||
The spell’s damage increases by 1d6 when you
|
||||
The spell’s damage increases by 1d6 when you
|
||||
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Word Of Radiance"
|
||||
@@ -666,16 +701,16 @@ class WordOfRadiance(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 teleport to
|
||||
a previously designated sanctuary.
|
||||
You and any creatures that teleport with you
|
||||
appear in the nearest unoccupied space to the spot you designated when you
|
||||
prepared your sanctuary (see below). If you cast this spell without first
|
||||
You and any creatures that teleport with you
|
||||
appear in the nearest unoccupied space to the spot you designated when you
|
||||
prepared your sanctuary (see below). If you cast this spell without first
|
||||
preparing a sanctuary, the spell has no effect.
|
||||
|
||||
You must designate a sanctuary
|
||||
by casting this spell within a location, such as a temple, dedicated to or
|
||||
strongly linked to your deity. If you attempt to cast the spell in this manner
|
||||
|
||||
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"
|
||||
@@ -692,24 +727,24 @@ class WordOfRecall(Spell):
|
||||
|
||||
class WrathOfNature(Spell):
|
||||
"""You call out to the spirits of nature to rouse them against your enemies. Choose
|
||||
a point you can see within range. The spirits cause trees, rocks, and grasses
|
||||
in a 60-foot cube centered on that point to become animated until the spell
|
||||
a point you can see within range. The spirits cause trees, rocks, and grasses
|
||||
in a 60-foot cube centered on that point to become animated until the spell
|
||||
ends.
|
||||
Grasses and Undergrowth. Any area of ground in the cube that is covered by
|
||||
grass or undergrowth is difficult terrain for your enemies.
|
||||
Trees. At the start
|
||||
of each of your turns, each of your enemies within 10 feet of any tree in the
|
||||
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
|
||||
of each of your turns, each of your enemies within 10 feet of any tree in the
|
||||
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
|
||||
whipping branches.
|
||||
Roots and Vines. At the end of each of your turns, one
|
||||
creature of your choice that is on the ground in the cube must succeed on a
|
||||
Strength saving throw or become restrained until the spell ends. A restrained
|
||||
creature can use an action to make a Strength (Athletics) check against your
|
||||
Roots and Vines. At the end of each of your turns, one
|
||||
creature of your choice that is on the ground in the cube must succeed on a
|
||||
Strength saving throw or become restrained until the spell ends. A restrained
|
||||
creature can use an action to make a Strength (Athletics) check against your
|
||||
spell save DC, ending the effect on itself on a success.
|
||||
Rocks. As a bonus
|
||||
action on your turn, you can cause a loose rock in the cube to launch at a
|
||||
Rocks. As a bonus
|
||||
action on your turn, you can cause a loose rock in the cube to launch at a
|
||||
creature you can see in the cube. Make a ranged spell attack against the target.
|
||||
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
|
||||
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
|
||||
succeed on a Strength saving throw or fall prone.
|
||||
"""
|
||||
name = "Wrath Of Nature"
|
||||
@@ -725,11 +760,11 @@ class WrathOfNature(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 spell’s duration,
|
||||
your attack deals an extra 1d6 psychic damage.
|
||||
Additionally, if the target is a
|
||||
creature, it must make a Wisdom saving throw or be frightened of you until the
|
||||
spell ends. As an action, the creature can make a Wisdom check against your
|
||||
Additionally, if the target is a
|
||||
creature, it must make a Wisdom saving throw or be frightened of you until the
|
||||
spell ends. As an action, the creature can make a Wisdom check against your
|
||||
spell save DC to steel its resolve and end this spell.
|
||||
"""
|
||||
name = "Wrathful Smite"
|
||||
|
||||
Reference in New Issue
Block a user