add missing druid spells

This commit is contained in:
Robert Kubosz
2020-01-17 09:41:28 +01:00
parent dc690b5bf5
commit f54baa9436
2 changed files with 539 additions and 475 deletions
+29
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@@ -564,6 +564,35 @@ 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 dont move toward the hand, it remains in place until you do and
beckons for you to follow once every 1d4 minutes.
"""
name = "Guiding Hand"
level = 1
casting_time = "1 minute"
casting_range = "5 feet"
components = ('V', 'S')
materials = """"""
duration = "Concentration, up to 8 hours"
ritual = True
magic_scool = "Divination"
classes = ('Bard', 'Cleric', 'Druid', 'Wizard')
class Gust(Spell):
"""You seize the air and compel it to create one of the following effects at a
point you can see within range:
+35
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@@ -491,6 +491,41 @@ class Whirlwind(Spell):
classes = ('Druid', 'Wizard', 'Sorcerer')
class WildCunning(Spell):
"""You call out to the spirits of nature to aid you. When you cast this
spell, choose one of the following effects:
-- If there are any tracks on the ground within range, you know where they
are, and you make Wisdom (Survival) checks to follow these tracks with
advantage for 1 hour or until you cast this spell again.
-- If there is edible forage within range, you know it and where to find
it.
-- If there is clean drinking water within range, you know it and where to
find it.
-- If there is suitable shelter for you and your companions with range, you
know it and where to find it.
-- Send the spirits to bring back wood for a fire and to set up a campsite
in the area using your supplies. The spirits build the fire in a circle of
stones, put up tents, unroll bedrolls, and put out any rations and water
for consumption.
-- Have the spirits instantly break down a campsite, which includes putting
out a fire, taking down tents, packing up bags, and burying any rubbish.
"""
name = "Wild Cunning"
level = 1
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
materials = """"""
duration = "Insantaneous"
magic_school = "Transmutation"
classes = ('Druid', 'Ranger')
class WindWalk(Spell):
"""You and up to ten willing creatures you can see within range assume a gaseous
form for the duration, appearing as wisps of cloud.