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977 lines
41 KiB
Python
977 lines
41 KiB
Python
from .spells import Spell
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class DancingLights(Spell):
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"""You create up to four torch-sized lights within range, making them appear as
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torches, lanterns, or glowing orbs that hover in the air for the duration.
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You
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can also combine the four lights into one glowing vaguely humanoid form of
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Medium size. Whichever form you choose, each light sheds dim light in a 10-foot
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radius.
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As a bonus action on your turn, you can move the lights up to 60 feet
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to a new spot within range. A light must be within 20 feet of another light
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created by this spell, and a light winks out if it exceeds the spell's range.
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"""
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name = "Dancing Lights"
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level = 0
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A bit of phosphorus or wychwood, or a glowworm"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Evocation"
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classes = ('Bard', 'Sorcerer', 'Wizard')
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class DanseMacabre(Spell):
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"""Threads of dark power leap from your fingers to pierce up to five Small or
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Medium corpses you can see within range. Each corpse immediately stands up and
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becomes undead. You decide whether it is a zombie or a skeleton (the statistics
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for zombies and skeletons are in the Monster Manual), and it gains a bonus to
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its attack and damage rolls equal to your spellcasting ability modifier. You can
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use a bonus action to mentally command the creatures you make with this spell,
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issuing the same command to all of them. To receive the command, a creature must
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be within 60 feet of you. You decide what action the creatures will take and
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where they will move during their next turn, or you can issue a general command,
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such as to guard a chamber or passageway against your foes. lfyou issue no
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commands, the creatures do nothing except defend themselves against hostile
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creatures. Once given an order, the creatures continue to follow it until their
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task is complete.
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The creatures are under your control until the spell ends,
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after which they become inanimate once more.
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At Higher Levels: When you cast
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this spell using a spell slot‘ of 6th level or higher, you animate up to two
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additional corpses for each slot level above 5th.
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"""
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name = "Danse Macabre"
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level = 5
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Necromancy"
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classes = ('Warlock', 'Wizard')
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class Darkness(Spell):
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"""Magical darkness spreads from a point you choose within range to fill a 15-foot
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radius sphere for the duration.
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The darkness spreads around corners. A creature
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with darkvision can't see through this darkness, and nonmagical light can't
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illuminate it.
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If the point you choose is on an object you are holding or one
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that isn't being worn or carried, the darkness emanates from the object and
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moves with it. Completely covering the source of the darkness with an opaque
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object, such as a bowl or a helm, blocks the darkness.
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If any of this spell's
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area overlaps with an area of light created by a spell of 2nd level or lower,
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the spell that created the light is dispelled.
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"""
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name = "Darkness"
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level = 2
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'M')
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materials = """Bat fur and a drop of pitch or piece of coal"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Sorcerer', 'Warlock', 'Wizard')
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class Darkvision(Spell):
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"""You touch a willing creature to grant it the ability to see in the dark.
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For the
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duration, that creature has darkvision out to a range of 60 feet.
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"""
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name = "Darkvision"
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level = 2
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S', 'M')
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materials = """Either a pinch of dried carrot or an agate"""
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duration = "8 hours"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Sorcerer', 'Wizard', 'Druid', 'Ranger')
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class Dawn(Spell):
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"""The light of dawn shines down on a location you specify within range. Until the
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spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers
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there. This light is sunlight. When the cylinder appears, each creature in it
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must make a Constitution saving throw, taking 4d10 radiant damage on a failed
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save, or half as much damage on a successful one. A creature must also make this
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saving throw whenever it ends its turn in the cylinder. If you're within 60
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feet of the cylinder, you can move it up to 60 feet as a bonus action on your
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turn.
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"""
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name = "Dawn"
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level = 5
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = """A sunburst pendant worth at least 100 gp"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Evocation"
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classes = ('Cleric', 'Wizard')
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class Daylight(Spell):
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"""A 60-foot-radius sphere of light spreads out from a point you choose within
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range.
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The sphere is bright light and sheds dim light for an additional 60
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feet.
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If you chose a point on an object you are holding or one that isn't
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being worn or carried, the light shines from the object with and moves with it.
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Completely covering the affected object with an opaque object, such as a bowl or
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a helm, blocks the light.
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If any of this spell's area overlaps with an area
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of darkness created by a spell of 3rd level or lower, the spell that created the
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darkness is dispelled.
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"""
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name = "Daylight"
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level = 3
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "1 hour"
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ritual = False
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magic_school = "Evocation"
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classes = ('Cleric', 'Druid', 'Paladin', 'Ranger', 'Sorcerer')
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class DeathWard(Spell):
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"""You touch a creature and grant it a measure of protection from death.
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The first
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time the target would drop to 0 hit points as a result of taking damage, the
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target instead drops to 1 hit point, and the spell ends. If the spell is still
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in effect when the target is subjected to an effect that would kill it
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instantaneously without dealing damage, that effect is instead negated against
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the target, and the spells ends.
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"""
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name = "Death Ward"
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level = 4
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S')
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materials = """"""
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duration = "8 hours"
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ritual = False
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magic_school = "Abjuration"
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classes = ('Cleric', 'Paladin')
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class DelayedBlastFireball(Spell):
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"""A beam of yellow light flashes from your pointing finger, then condenses to
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linger at a chosen point within range as a glowing bead for the duration.
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When
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the spell ends, either because your concentration is broken or because you
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decide to end it, the bead blossoms with a low roar into an explosion of flame
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that spreads around corners. Each creature in a 20-foot-radius sphere centered
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on that point must make a Dexterity saving throw. A creature takes fire damage
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equal to the total accumulated damage on a failed save, or half as much damage
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on a successful one.
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The spell's base damage is 12d6. If at the end of your
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turn the bead has not yet detonated, the damage increases by 1d6.
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If the
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glowing bead is touched before the interval has expired, the creature touching
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it must make a Dexterity saving throw. On a failed save, the spell ends
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immediately, causing the bead to erupt in flame. On a successful save, the
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creature can throw the bead up to 40 feet. When it strikes a creature or a solid
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object, the spell ends, and the bead explodes.
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The fire damages objects in the
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area and ignites flammable objects that aren't being worn or carried.
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At
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Higher Levels: When you cast this spell using a spell slot of 8th level or
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higher, the base damage increases by 1d6 for each slot level above 7th.
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"""
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name = "Delayed Blast Fireball"
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level = 7
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casting_time = "1 action"
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casting_range = "150 feet"
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components = ('V', 'S', 'M')
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materials = """A tiny ball of bat guano and sulfur"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Evocation"
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classes = ('Sorcerer', 'Wizard')
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class Demiplane(Spell):
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"""You create a shadowy door on a flat solid surface that you can see within range.
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The door is large enough to allow Medium creatures to pass through unhindered.
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When opened, the door leads to a demiplane that appears to be an empty room 30
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feet in each dimension, made of wood or stone. When the spell ends, the door
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disappears, and any creatures or objects inside the demiplane remain trapped
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there, as the door also disappears from the other side.
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Each time you cast
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this spell, you can create a new demiplane, or have the shadowy door connect to
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a demiplane you created with a previous casting of this spell. Additionally, if
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you know the nature and contents of a demiplane created by a casting of this
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spell by another creature, you can have the shadowy door connect to its
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demiplane instead.
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"""
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name = "Demiplane"
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level = 8
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('S',)
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materials = """"""
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duration = "1 hour"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Warlock', 'Wizard')
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class DestructiveWave(Spell):
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"""You strike the ground, creating a burst of divine energy that ripples outward
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from you. Each creature you choose within 30 feet of you must succeed on a
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Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or
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necrotic damage (your choice), and be knocked prone. A creature that succeeds on
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its saving throw takes half as much damage and isn't knocked prone.
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"""
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name = "Destructive Wave"
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level = 5
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casting_time = "1 action"
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casting_range = "Self (30-foot radius)"
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components = ('V',)
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Paladin',)
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class DetectEvilAndGood(Spell):
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"""For the duration, you know if there is an aberration, celestial, elemental, fey,
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fiend, or undead within 30 feet of you, as well as where the creature is
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located. Similarly, you know if there is a place or object within 30 feet of you
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that has been magically consecrated or desecrated.
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The spell can penetrate
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most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a
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thin sheet of lead, or 3 feet of wood or dirt.
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"""
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name = "Detect Evil And Good"
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level = 1
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casting_time = "1 action"
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casting_range = "Self"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Divination"
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classes = ('Cleric', 'Paladin')
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class DetectMagic(Spell):
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"""For the duration, you sense the presence of magic within 30 feet of you. If you
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sense magic in this way, you can use your action to see a faint aura around any
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visible creature or object in the area that bears magic, and you learn its
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school of magic, if any.
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The spell can penetrate most barriers, but is blocked
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by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
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wood or dirt.
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"""
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name = "Detect Magic"
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level = 1
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casting_time = "1 action"
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casting_range = "Self"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 10 minutes"
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ritual = True
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magic_school = "Divination"
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classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Ranger', 'Sorcerer', 'Wizard')
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class DetectPoisonAndDisease(Spell):
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"""For the duration, you can sense the presence and location of poisons, poisonous
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creatures, and diseases within 30 feet of you. You also identify the kind of
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poison, poisonous creature, or disease in each case.
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The spell can penetrate
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most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin
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sheet of lead, or 3 feet of wood or dirt.
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"""
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name = "Detect Poison And Disease"
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level = 1
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casting_time = "1 action"
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casting_range = "Self"
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components = ('V', 'S', 'M')
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materials = """A yew leaf"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Divination"
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classes = ('Cleric', 'Druid', 'Paladin', 'Ranger')
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class DetectThoughts(Spell):
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"""For the duration, you can read the thoughts of certain creatures.
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When you cast
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the spell and as your action on each turn until the spell ends, you can focus
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your mind on any one creature that you can see within 30 feet of you. If the
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creature you choose has an Intelligence of 3 or lower or doesn't speak any
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language, the creature is unaffected.
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You initially learn the surface thoughts
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of the creature-what is most on its mind in that moment. As an action, you can
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either shift your attention to another creature's thoughts or attempt to probe
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deeper into the same creature's mind. If you probe deeper, the target must make
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a W isdom saving throw. If it fails, you gain insight into its reasoning (if
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any), its emotional state, and something that loom s large in its mind (such as
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something it worries over, loves, or hates). If it succeeds, the spell ends.
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Either way, the target knows that you are probing into its mind, and unless you
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shift your attention to another creature's thoughts, the creature can use its
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action on its turn to make an Intelligence check contested by your Intelligence
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check; if it succeeds, the spell ends.
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Questions verbally directed at the
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target creature naturally shape the course of its thoughts, so this spell is
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particularly effective as part of an interrogation.
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You can also use this
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spell to detect the presence of thinking creatures you can't see. When you cast
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the spell or as your action during the duration, you can search for thoughts
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within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
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inches of any metal other than lead, or a thin sheet of lead blocks you. You
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can't detect a creature with an Intelligence of 3 or lower or one that doesn't
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speak any language.
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Once you detect the presence of a creature in this way,
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you can read its thoughts for the rest of the duration as described above, even
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if you can't see it, but it must still be within range.
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"""
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name = "Detect Thoughts"
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level = 2
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casting_time = "1 action"
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casting_range = "Self"
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components = ('V', 'S', 'M')
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materials = """A copper piece"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Divination"
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classes = ('Bard', 'Sorcerer', 'Wizard')
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class DimensionDoor(Spell):
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"""You teleport yourself from your current location to any other spot within range.
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You arrive at exactly the spot desired. It can be a place you can see, one you
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can visualize, or one you can describe by stating distance and direction, such
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as "200 feet straight downward" or "upward to the northwest at a 45-degree
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angle, 300 feet".
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You can bring along objects as long as their weight doesn't
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exceed what you can carry. You can also bring one willing creature of your size
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or smaller who is carrying gear up to its carrying capacity. The creature must
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be within 5 feet of you when you cast this spell.
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If you would arrive in a
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place already occupied by an object or a creature, you and any creature
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traveling with you each take 4d6 force damage, and the spell fails to teleport
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you.
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"""
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name = "Dimension Door"
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level = 4
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casting_time = "1 action"
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casting_range = "500 feet"
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components = ('V',)
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
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class DisguiseSelf(Spell):
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"""You make yourself, including your clothing, armor, weapons, and other
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belongings on your person, look different until the spell ends or until you
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use your action to dismiss it.
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You can seem 1 foot shorter or taller and can
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appear thin, fat, or in between. You can't change your body type, so you must
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adopt a form that has the same basic arrangement of limbs. Otherwise, the extent
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of the illusion is up to you.
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The changes wrought by this spell fail to hold
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up to physical inspection. For example, if you use this spell to add a hat to
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your outfit, objects pass through the hat, and anyone who touches it would feel
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nothing or would feel your head and hair. If you use this spell to appear
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thinner than you are, the hand of som eone who reaches out to touch you would
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bump into you while it was seemingly still in midair. To discern that you are
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disguised, a creature can use its action to inspect your appearance and must
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succeed on an Intelligence (Investigation) check against your spell save DC.
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"""
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name = "Disguise Self"
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level = 1
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casting_time = "1 action"
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casting_range = "Self"
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components = ('V', 'S')
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materials = """"""
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duration = "1 hour"
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ritual = False
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magic_school = "Illusion"
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classes = ('Bard', 'Sorcerer', 'Wizard')
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class Disintegrate(Spell):
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"""A thin green ray springs from your pointing finger to a target that you can see
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within range.
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The target can be a creature, an object, or a creation of magical
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force, such as the wall created by wall of force.
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A creature targeted by this
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spell must make a Dexterity saving throw. On a failed save, the target takes
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10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is
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disintegrated.
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A disintegrated creature and everything it is wearing and
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carrying, except magic items, are reduced to a pile of fine gray dust. The
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creature can be restored to life only by means of a true resurrection or a wish
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spell.
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This spell automatically disintegrates a Large or smaller nonmagical
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object or a creation of magical force. If the target is a Huge or larger object
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or creation of force, this spell disintegrates a 10-foot-cube portion of it. A
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magic item is unaffected by this spell.
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At Higher Levels: When you cast this
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spell using a spell slot of 7th level or higher, the damage increases by 3d6 for
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each slot level above 6th.
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"""
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name = "Disintegrate"
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level = 6
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = """A lodestone and a pinch of dust"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Sorcerer', 'Wizard')
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class DispelEvilAndGood(Spell):
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"""Shimmering energy surrounds and protects you from fey, undead, and creatures
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originating from beyond the Material Plane. For the duration, celestials,
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elementals, fey, fiends, and undead have disadvantage on attack rolls against
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you.
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You can end the spell early by using either of the following special
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functions.
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Break Enchantment
|
||
As your action, you touch a creature you can
|
||
reach that is charmed, frightened, or possessed by a celestial, an elemental, a
|
||
fey, a fiend, or an undead. The creature you touch is no longer charmed,
|
||
frightened, or possessed by such creatures.
|
||
|
||
Dismissal
|
||
As your action, make a
|
||
melee spell attack against a celestial, an elemental, a fey, a fiend, or an
|
||
undead you can reach. On a hit, you attempt to drive the creature back to its
|
||
home plane. The creature must succeed on a Charisma saving throw or be sent back
|
||
to its home plane (if it isn't there already). If they aren't on their home
|
||
plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
|
||
"""
|
||
name = "Dispel Evil And Good"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Holy water or powdered silver and iron"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Cleric', 'Paladin')
|
||
|
||
|
||
class DispelMagic(Spell):
|
||
"""Choose any creature, object, or magical effect within range. Any spell of 3rd
|
||
level or lower on the target ends. For each spell of 4th level or higher on the
|
||
target, make an ability check using your spellcasting ability. The DC equals 10
|
||
+ the spell's level. On a successful check, the spell ends.
|
||
|
||
At Higher Levels:
|
||
When you cast this spell using a spell slot of 4th level or higher, you
|
||
automatically end the effects of a spell on the target if the spell's level is
|
||
equal to or less than the level of the spell slot you used.
|
||
"""
|
||
name = "Dispel Magic"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class DissonantWhispers(Spell):
|
||
"""You whisper a discordant melody that only one creature of your choice within
|
||
range can hear, wracking it with terrible pain.
|
||
The target must make a Wisdom
|
||
saving throw. On a failed save, it takes 3d6 psychic damage and must immediately
|
||
use its reaction , if available, to move as far as its speed allows away from
|
||
you. The creature doesn't move into obviously dangerous ground, such as a fire
|
||
or a pit. On a successful save, the target takes half as much damage and doesn't
|
||
have to move away. A deafened creature automatically succeeds on the save.
|
||
|
||
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 = "Dissonant Whispers"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard',)
|
||
|
||
|
||
class Divination(Spell):
|
||
"""Your magic and an offering put you in contact with a god or a god's servants.
|
||
You ask a single question concerning a specific goal, event, or activity to
|
||
occur within 7 days. The DM offers a truthful reply. The reply might be a short
|
||
phrase, a cryptic rhyme, or an omen.
|
||
|
||
The spell doesn't take into account any
|
||
possible circumstances that might change the outcome, such as the casting of
|
||
additional spells or the loss or gain of a companion.
|
||
|
||
If you cast this spell
|
||
two or more times before finishing your next long rest, there is a cumulative 25
|
||
percent chance for each casting after the first that you get a random reading.
|
||
The DM makes this roll in secret.
|
||
"""
|
||
name = "Divination"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes"""
|
||
duration = "Instantaneous"
|
||
ritual = True
|
||
magic_school = "Divination"
|
||
classes = ('Cleric',)
|
||
|
||
|
||
class DivineFavor(Spell):
|
||
"""Your prayer empowers you with divine radiance. Until the spell ends, your weapon
|
||
attacks deal and extra 1d4 radiant damage on a hit.
|
||
"""
|
||
name = "Divine Favor"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Paladin',)
|
||
|
||
|
||
class DivineWord(Spell):
|
||
"""You utter a divine word, imbued with the power that shaped the world at the dawn
|
||
of creation.
|
||
Choose any number of creatures you can see within range. Each
|
||
creature that can hear you must make a Charisma saving throw. On a failed save,
|
||
a creature suffers an effect based on its current hit points:
|
||
|
||
- 50 hit
|
||
points or fewer: deafened for 1 minute
|
||
- 40 hit points or fewer: deafened and
|
||
blinded for 10 minutes
|
||
- 30 hit points or fewer: blinded, deafened, and
|
||
stunned for 1 hour
|
||
- 20 hit points or fewer: killed instantly
|
||
|
||
Regardless of
|
||
its current hit points, a celestial, an elemental, a fey, or a fiend that fails
|
||
its save is forced back to its plane of origin (if it isn't there already) and
|
||
can't return to your current plane for 24 hours by any means short of a wish
|
||
spell.
|
||
"""
|
||
name = "Divine Word"
|
||
level = 7
|
||
casting_time = "1 bonus action"
|
||
casting_range = "30 feet"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Cleric',)
|
||
|
||
|
||
class DominateBeast(Spell):
|
||
"""You attempt to beguile a beast that you can see within range.
|
||
It must succeed
|
||
on a W isdom saving throw or be charmed by you for the duration. If you or
|
||
creatures that are friendly to you are fighting it, it has advantage on the
|
||
saving throw.
|
||
|
||
While the beast is charmed, you have a telepathic link with it
|
||
as long as the two of you are on the same plane of existence. You can use this
|
||
telepathic link to issue commands to the creature while you are conscious (no
|
||
action required), which it does its best to obey. You can specify a simple and
|
||
general course of action, such as "Attack that creature," "Run over there," or
|
||
"Fetch that object." If the creature completes the order and doesn't receive
|
||
further direction from you, it defends and preserves itself to the best of its
|
||
ability.
|
||
|
||
You can use your action to take total and precise control of the
|
||
target. Until the end of your next turn, the creature takes only the actions you
|
||
choose, and doesn't do anything that you don't allow it to do. During this
|
||
time, you can also cause the creature to use a reaction, but this requires you
|
||
to use your own reaction as well.
|
||
|
||
Each time the target takes damage, it makes
|
||
a new Wisdom saving throw against the spell. If the saving throw succeeds, the
|
||
spell ends.
|
||
|
||
At Higher Levels: When you cast this spell with a 5th-level spell
|
||
slot, the duration is concentration, up to 10 minutes.
|
||
When you use a 6th-
|
||
level spell slot, the duration is concentration, up to 1 hour.
|
||
When you use a
|
||
spell slot of 7th level or higher, the duration is concentration, up to 8 hours
|
||
"""
|
||
name = "Dominate Beast"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Druid', 'Sorcerer')
|
||
|
||
|
||
class DominateMonster(Spell):
|
||
"""You attempt to beguile a creature that you can see within range.
|
||
It must
|
||
succeed on a Wisdom saving throw or be charmed by you for the duration. If you
|
||
or creatures that are friendly to you are fighting it, it has advantage on the
|
||
saving throw.
|
||
|
||
While the creature is charmed, you have a telepathic link with
|
||
it as long as the two of you are on the same plane of existence. You can use
|
||
this telepathic link to issue commands to the creature while you are conscious
|
||
(no action required), which it does its best to obey. You can specify a simple
|
||
and general course of action, such as "Attack that creature", "Run over
|
||
there", or "Fetch that object". If the creature completes the order and
|
||
doesn't receive further direction from you, it defends and preserves itself to
|
||
the best of its ability.
|
||
|
||
You can use your action to take total and precise
|
||
control of the target. Until the end of your next turn, the creature takes only
|
||
the actions you choose, and doesn't do anything that you don't allow it to do.
|
||
During this time, you can also cause the creature to use a reaction, but this
|
||
requires you to use your own reaction as well.
|
||
|
||
Each time the target takes
|
||
damage, it makes a new Wisdom saving throw against the spell. If the saving
|
||
throw succeeds, the spell ends.
|
||
|
||
At Higher Levels: When you cast this spell with
|
||
a 9th-level spell slot, the duration is concentration, up to 8 hours.
|
||
"""
|
||
name = "Dominate Monster"
|
||
level = 8
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class DominatePerson(Spell):
|
||
"""You attempt to beguile a humanoid that you can see within range.
|
||
It must
|
||
succeed on a Wisdom saving throw or be charmed by you for the duration. If you
|
||
or creatures that are friendly to you are fighting it, it has advantage on the
|
||
saving throw.
|
||
|
||
While the target is charmed, you have a telepathic link with it
|
||
as long as the two of you are on the same plane of existence. You can use this
|
||
telepathic link to issue commands to the creature while you are conscious (no
|
||
action required), which it does its best to obey. You can specify a simple and
|
||
general course of action, such as "Attack that creature", "Run over there",
|
||
or "Fetch that object". If the creature completes the order and doesn't
|
||
receive further direction from you, it defends and preserves itself to the best
|
||
of its ability.
|
||
|
||
You can use your action to take total and precise control of
|
||
the target. Until the end of your next turn, the creature takes only the actions
|
||
you choose, and doesn't do anything that you don't allow it to do. During this
|
||
time you can also cause the creature to use a reaction, but this requires you to
|
||
use your own reaction as well.
|
||
|
||
Each time the target takes damage, it makes a
|
||
new Wisdom saving throw against the spell. If the saving throw succeeds, the
|
||
spell ends.
|
||
|
||
At Higher Levels: When you cast this spell using a 6th-level spell
|
||
slot, the duration is concentration, up to 10 minutes.
|
||
When you use a 7th-
|
||
level spell slot, the duration is concentration, up to 1 hour.
|
||
When you use a
|
||
spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
|
||
"""
|
||
name = "Dominate Person"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||
|
||
|
||
class DragonsBreath(Spell):
|
||
"""You touch one willing creature and imbue it with the power to spew magical
|
||
energy from its mouth, provided it has one. Choose acid, cold, fire, lightning,
|
||
or poison. Until the spell ends, the creature can use an action to exhale energy
|
||
of the chosen type in a 15-foot cone. Each creature in that area must make a
|
||
Dexterity saving throw, taking 3d6 damage of the chosen type 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 3rd level or higher, the damage increases by
|
||
1d6 for each slot level above 2nd.
|
||
"""
|
||
name = "Dragons Breath"
|
||
level = 2
|
||
casting_time = "1 bonus action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A hot pepper"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class DrawmijsInstantSummons(Spell):
|
||
"""You touch an object weighing 10 pounds or less whose longest dimension is 6 feet
|
||
or less.
|
||
The spell leaves an invisible mark on its surface and invisibly
|
||
inscribes the name of the item on the sapphire you use as the material
|
||
component. Each time you cast this spell, you must use a different sapphire.
|
||
|
||
|
||
At any time thereafter, you can use your action to speak the item's name and
|
||
crush the sapphire. The item instantly appears in your hand regardless of
|
||
physical or planar distances, and the spell ends. If another creature is holding
|
||
or carrying the item, crushing the sapphire doesn't transport the item to you,
|
||
but instead you learn who the creature possessing the object is and roughly
|
||
where that creature is located at that moment.
|
||
|
||
Dispel magic or a similar
|
||
effect successfully applied to the sapphire ends this spell's effect.
|
||
"""
|
||
name = "Drawmijs Instant Summons"
|
||
level = 6
|
||
casting_time = "1 minute"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A sapphire worth 1,000 gp"""
|
||
duration = "Until dispelled"
|
||
ritual = True
|
||
magic_school = "Conjuration"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class Dream(Spell):
|
||
"""This spell shapes a creature's dreams. Choose a creature known to you
|
||
as the target of this spell. The target must be on the same plane of
|
||
existence as you. Creatures that don't sleep, such as elves, can't be
|
||
contacted by this spell. You, or a willing creature you touch, enters
|
||
a trance state, acting as a messenger. While in the trance, the
|
||
messenger is aware of his or her surroundings, but can't take actions
|
||
or move.
|
||
|
||
If the target is asleep, the messenger appears in the
|
||
target's dreams and can converse with the target as long as it remains
|
||
asleep, through the duration of the spell. The messenger can also
|
||
shape the environment of the dream, creating landscapes, objects, and
|
||
other images. The messenger can emerge from the trance at any time,
|
||
ending the effect of the spell early. The target recalls the dream
|
||
perfectly upon waking. If the target is awake when you cast the spell,
|
||
the messenger knows it, and can either end the trance (and the spell)
|
||
or wait for the target to fall asleep, at which point the messenger
|
||
appears in the target's dreams.
|
||
|
||
You can make the messenger appear
|
||
monstrous and terrifying to the target. If you do, the messenger can
|
||
deliver a message of no more than ten words and then the target must
|
||
make a Wisdom saving throw. On a failed save, echoes of the phantasmal
|
||
monstrosity spawn a nightmare that lasts the duration of the target's
|
||
sleep and prevents the target from gaining any benefit from that
|
||
rest. In addition, when the target wakes up, it takes 3d6 psychic
|
||
damage.
|
||
|
||
If you have a body part, lock of hair, clipping from a nail,
|
||
or similar portion of the target's body, the target makes its saving
|
||
throw with disadvantage.
|
||
"""
|
||
name = "Dream"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
casting_range = "Special"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A handful of sand, a dab of ink, and a writing quill plucked from a
|
||
sleeping bird"""
|
||
duration = "8 hours"
|
||
ritual = False
|
||
magic_school = "Illusion"
|
||
classes = ('Bard', 'Druid', 'Warlock', 'Wizard')
|
||
|
||
|
||
class DruidGrove(Spell):
|
||
"""You invoke the spirits of nature to protect an area outdoors or underground. The
|
||
area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings
|
||
and other structures are excluded from the affected area. If you cast this
|
||
spell in the same area every day for a year, the spell lasts until dispelled.
|
||
The spell creates the following effects within the area. When you cast this
|
||
spell, you can specify creatures as friends who are immune to the effects. You
|
||
can also specify a password that, when spoken aloud, makes the speaker immune to
|
||
these effects. The entire warded area radiates magic. A dispel magic cast on
|
||
the area, if successful, removes only one of the following effects, not the
|
||
entire area. That spell's caster chooses which effect to end. Only when all its
|
||
effects are gone is this spell dispelled.
|
||
Solid Fog. You can fill any number of
|
||
5-foot squares on the ground with thick fog, making them heavily obscured. The
|
||
fog reaches 10 feet high. In addition, every foot of movement through the fog
|
||
costs 2 extra feet. To a creature immune to this effect, the fog obscures
|
||
nothing and looks like soft mist, with motes of green light floating in the air.
|
||
|
||
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground
|
||
that aren't filled with fog with grasping weeds and vines, as if they were
|
||
affected by an entangle spell. To a creature immune to this effect, the weeds
|
||
and vines feel soft and reshape themselves to serve as temporary seats or beds.
|
||
|
||
Grove Guardians. You can animate up to four trees in the area, causing them to
|
||
uproot themselves from the ground. These trees have the same statistics as an
|
||
awakened tree, which appears in the Monster Manual, except they can't speak, and
|
||
their bark is covered with druidic symbols. If any creature not immune to this
|
||
effect enters the warded area, the grove guardians fight until they have driven
|
||
off or slain the intruders. The grove guardians also obey your spoken commands
|
||
(no action required by you) that you issue while in the area. Ifyou don't give
|
||
them commands and no intruders are present, the grove guardians do nothing. The
|
||
grove guardians can‘t leave the warded area. When the spell ends, the magic
|
||
animating them disappears, and the trees take root again if possible.
|
||
Additional
|
||
Spell Effect. You can place your choice of one of the following magical effects
|
||
within the warded area:
|
||
- A constant gust of Wind in two locations of your
|
||
choice
|
||
- Spike growth in one location of your choice
|
||
- Wind wall in two
|
||
locations of your choice
|
||
To a creature immune to this effect, the winds are a
|
||
fragrant, gentle breeze, and the area of spike growth is harmless.
|
||
"""
|
||
name = "Druid Grove"
|
||
level = 6
|
||
casting_time = "10 minutes"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon"""
|
||
duration = "24 hours"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Druid',)
|
||
|
||
|
||
class Druidcraft(Spell):
|
||
"""Whispering to the spirits of nature, you create one of the following effects
|
||
within range:
|
||
|
||
- You create a tiny, harmless sensory effect that predicts what
|
||
the weather will be at your location for the next 24 hours. The effect might
|
||
manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes
|
||
for snow, and so on. This effect persists for 1 round.
|
||
- You instantly make a
|
||
flower blossom, a seed pod open, or a leaf bud bloom.
|
||
- You create an
|
||
instantaneous, harmless sensory effect, such as falling leaves, a puff of wind,
|
||
the sound of a small animal, or the faint odor of skunk. The effect must fit in
|
||
a 5-foot cube.
|
||
- You instantly light or snuff out a candle, a torch, or a
|
||
small campfire.
|
||
"""
|
||
name = "Druidcraft"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Druid',)
|
||
|
||
|
||
class DustDevil(Spell):
|
||
"""(a pinch of dust)
|
||
Choose an unoccupied 5-foot cube of air that you can see
|
||
within range. An elemental force that resembles a dust devil appears in the cube
|
||
and lasts for the spell's duration.
|
||
Any creature that ends its turn within 5
|
||
feet of the dust devil must make a Strength saving throw. On a failed save, the
|
||
creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a
|
||
successful save, the creature takes half as much damage and isn't pushed.
|
||
As a
|
||
bonus action, you can move the dust devil up to 30 feet in any direction. If the
|
||
dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the
|
||
material and forms a 10-foot-radius cloud of debris around itself that lasts
|
||
until the start of your next turn. The cloud heavily obscures its area.
|
||
At
|
||
Higher Levels. When you cast this spell using a spell slot of 3rd level or
|
||
higher, the damage increases by 1d8 for each slot level above 2nd.
|
||
"""
|
||
name = "Dust Devil"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||
|
||
|