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553 lines
22 KiB
Python
553 lines
22 KiB
Python
from .spells import Spell
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class HailOfThorns(Spell):
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"""The next time you hit a creature with a ranged weapon attack before the spell
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ends, this spell creates a rain of thorns that sprouts from your ranged weapon
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or ammunition. In addition to the normal effect of the attack, the target of the
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attack and each creature within 5 feet of it must make a Dexterity saving
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throw. A creature takes 1d10 piercing damage on a failed save, or half as much
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damage on a successful one.
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At Higher Levels: If you cast this spell using a
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spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
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level above 1st (to a maximum of 6d10).
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"""
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name = "Hail Of Thorns"
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level = 1
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casting_time = "1 bonus action"
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casting_range = "Self"
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components = ('V',)
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Ranger',)
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class Hallow(Spell):
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"""You touch a point and infuse an area around it with holy (or unholy) power. The
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area can have a radius up to 60 feet, and the spell fails if the radius includes
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an area already under the effect a hallow spell. The affected area is subject
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to the following effects.
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First, celestials, elementals, fey, fiends, and
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undead can't enter the area, nor can such creatures charm, frighten, or possess
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creatures within it. Any creature charmed, frightened, or possessed by such a
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creature is no longer charmed, frightened, or possessed upon entering the area.
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You can exclude one or more of those types of creatures from this effect.
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Second, you can bind an extra effect to the area. Choose the effect from the
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following list, or choose an effect offered by the DM. Som e of these effects
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apply to creatures in the area; you can designate whether the effect applies to
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all creatures, creatures that follow a specific deity or leader, or creatures of
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a specific sort, such as ores or trolls. When a creature that would be affected
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enters the spell's area for the first time on a turn or starts its turn there,
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it can make a Charisma saving throw. On a success, the creature ignores the
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extra effect until it leaves the area.
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Courage
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Affected creatures can't be
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frightened while in the area.
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Darkness
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Darkness fills the area. Normal light,
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as well as magical light created by spells of a lower level than the slot you
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used to cast this spell, can't illuminate the area.
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Daylight
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Bright light fills
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the area. Magical darkness created by spells of a lower level than the slot you
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used to cast this spell can't extinguish the light.
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Energy Protection
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Affected
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creatures in the area have resistance to one damage type of your choice, except
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for bludgeoning, piercing, or slashing.
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Energy Vulnerability
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Affected
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creatures in the area have vulnerability to one damage type of your choice,
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except for bludgeoning, piercing, or slashing.
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Everlasting Rest
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Dead bodies
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interred in the area can't be turned into undead.
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Extradimensional Interference
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Affected creatures can't move or travel using teleportation or by
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extradimensional or interplanar means.
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Fear
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Affected creatures are frightened
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while in the area.
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Silence
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No sound can emanate from within the area, and no
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sound can reach into it.
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Tongues
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Affected creatures can communicate with any
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other creature in the area, even if they don't share a common language.
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"""
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name = "Hallow"
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level = 5
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casting_time = "24 hours"
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casting_range = "Touch"
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components = ('V', 'S', 'M')
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materials = """Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes"""
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duration = "Until dispelled"
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ritual = False
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magic_school = "Evocation"
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classes = ('Cleric',)
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class HallucinatoryTerrain(Spell):
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"""You make natural terrain in a 150-foot cube in range look, sound, and smell like
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some other sort of natural terrain. Thus, open fields or a road can be made to
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resemble a swamp, hill, crevasse, or some other difficult or impassable terrain.
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A pond can be made to seem like a grassy meadow, a precipice like a gentle
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slope, or a rock-strewn gully like a wide and smooth road. Manufactured
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structures, equipment, and creatures within the area aren't changed in
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appearance.
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The tactile characteristics of the terrain are unchanged, so
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creatures entering the area are likely to see through the illusion. If the
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difference isn't obvious by touch, a creature carefully examining the illusion
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can attempt an Intelligence (Investigation) check against your spell save DC to
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disbelieve it. A creature who discerns the illusion for what it is, sees it as a
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vague image superimposed on the terrain.
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"""
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name = "Hallucinatory Terrain"
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level = 4
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casting_time = "10 minutes"
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casting_range = "300 feet"
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components = ('V', 'S', 'M')
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materials = """A stone, a twig, and a bit of green plant"""
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duration = "24 hours"
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ritual = False
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magic_school = "Illusion"
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classes = ('Bard', 'Druid', 'Warlock', 'Wizard')
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class Harm(Spell):
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"""You unleash a virulent disease on a creature that you can see within range.
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The
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target must make a Constitution saving throw. On a failed save, it takes 14d6
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necrotic damage, or half as much damage on a successful save. The damage can't
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reduce the target's hit points below 1. If the target fails the saving throw,
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its hit point maximum is reduced for 1 hour by an amount equal to the necrotic
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damage it took. Any effect that removes a disease allows a creature's hit point
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maximum to return to normal before that time passes.
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"""
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name = "Harm"
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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')
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Necromancy"
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classes = ('Cleric',)
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class Haste(Spell):
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"""Choose a willing creature that you can see within range. Until the spell ends,
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the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on
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Dexterity saving throws, and it gains an additional action on each of its turns.
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That action can be used only to take the Attack (one weapon attack only), Dash,
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Disengage, Hide, or Use an Object action.
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When the spell ends, the target
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can't move or take actions until after its next turn, as a wave of lethargy
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sweeps over it.
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"""
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name = "Haste"
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level = 3
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """A shaving of licorice root"""
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duration = "Concentration, up to 1 minute"
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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 Heal(Spell):
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"""Choose a creature that you can see within range. A surge of positive energy
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washes through the creature, causing it to regain 70 hit points. The spell also
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ends blindness, deafness, and any diseases affecting the target. This spell has
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no effect on constructs or undead.
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At Higher Levels: When you cast this spell
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using aspell slot of 7th level or higher, the amount of healing increases by 10
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for each slot level above 6th.
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"""
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name = "Heal"
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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')
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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 = ('Cleric', 'Druid')
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class HealingSpirit(Spell):
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"""You call forth a nature spirit to soothe the wounded. The intangible spirit
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appears in a space that is a 5-foot cube you can see within range. The spirit
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looks like a transparent beast or fey (your choice). Until the spell ends,
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whenever you or a creature you can see moves into the spirits space for the
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first time on a turn or starts its turn there, you can cause the spirit to
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restore ld6 hit points to that creature (no action required). The spirit can't
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heal constructs or undead. As a bonus action on your turn, you can move the
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Spirit up to 30 feet to a space you can see.
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At Higher Levels: When you cast
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this spell using a spell slot of 3rd level or higher, the healing increases 1d6
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for each slot level above 2nd.
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"""
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name = "Healing Spirit"
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level = 2
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casting_time = "1 bonus 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 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Druid', 'Ranger')
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class HealingWord(Spell):
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"""A creature of your choice that you can see within range regains hit points equal
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to 1d4 + your spellcasting ability modifier.
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This spell has no effect on undead
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or constructs.
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At Higher Levels: When you cast this spell using a spell slot
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of 2nd level or higher, the healing increases by 1d4 for each slot level above
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1st.
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"""
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name = "Healing Word"
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level = 1
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casting_time = "1 bonus action"
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casting_range = "60 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 = "Evocation"
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classes = ('Bard', 'Cleric', 'Druid')
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class HeatMetal(Spell):
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"""Choose a manufactured metal object, such as a metal weapon or a suit of heavy or
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medium metal armor, that you can see within range. You cause the object to glow
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red-hot. Any creature in physical contact with the object takes 2d8 fire damage
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when you cast the spell. Until the spell ends, you can use a bonus action on
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each of your subsequent turns to cause this damage again.
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If a creature is
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holding or wearing the object and takes the damage from it, the creature must
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succeed on a Constitution saving throw or drop the object if it can. If it
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doesn't drop the object, it has disadvantage on attack rolls and ability checks
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until the start of your next turn.
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At Higher Levels: When you cast this spell
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using a spell slot of 3rd level or higher, the damage increases by 1d8 for each
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slot level above 2nd.
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"""
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name = "Heat Metal"
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level = 2
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = """A piece of iron and a flame"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Bard', 'Druid')
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class HellishRebuke(Spell):
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"""Reaction: you are being damaged by a creature within 60 feet of you that you can
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see.
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You point your finger, and the creature that damaged you is momentarily
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surrounded by hellish flames. The creature must make a Dexterity saving throw.
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It takes 2d10 fire damage on a failed save, or half as much damage on a
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successful one.
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At Higher Levels: When you cast this spell using a spell slot
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of 2nd level or higher, the damage increases by 1d10 for each slot level above
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1st.
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"""
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name = "Hellish Rebuke"
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level = 1
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casting_time = "Special"
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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 = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Warlock',)
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class HeroesFeast(Spell):
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"""You bring forth a great feast, including magnificent food and drink. The feast
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takes 1 hour to consume and disappears at the end of that time, and the
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beneficial effects don't set in until this hour is over. Up to twelve other
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creatures can partake of the feast.
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A creature that partakes of the feast gains
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several benefits. The creature is cured of all diseases and poison, becomes
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immune to poison and being frightened, and makes all Wisdom saving throws with
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advantage. Its hit point maximum also increases by 2d10, and it gains the same
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number of hit points. These benefits last for 24 hours.
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"""
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name = "Heroes Feast"
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level = 6
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casting_time = "10 minutes"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """A gem-encrusted bowl worth at least 1,000 gp, which the spell consumes"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Cleric', 'Druid')
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class Heroism(Spell):
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"""A willing creature you touch is imbued with bravery.
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Until the spell ends, the
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creature is immune to being frightened and gains temporary hit points equal to
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your spellcasting ability modifier at the start of each of its turns. When the
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spell ends, the target loses any remaining temporary hit points from this spell.
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At Higher Levels: When you cast this spell using a spell slot of 2nd level or
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higher, you can target one additional creature for each slot level above 1st.
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"""
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name = "Heroism"
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level = 1
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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 = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Paladin')
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class Hex(Spell):
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"""You place a curse on a creature that you can see within range. Until the spell
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ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it
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with an attack. Also, choose one ability when you cast the spell. The target has
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disadvantage on ability checks made with the chosen ability.
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If the target
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drops to 0 hit points before this spell ends, you can use a bonus action on a
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subsequent turn of yours to curse a new creature.
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A remove curse cast on the
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target ends this spell early.
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At Higher Levels: When you cast this spell using
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a spell slot of 3rd or 4th level, you can maintain your concentration on the
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spell for up to 8 hours.
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When you use a spell slot of 5th level or higher, you
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can maintain your concentration on the spell for up to 24 hours.
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"""
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name = "Hex"
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level = 1
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casting_time = "1 bonus action"
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casting_range = "90 feet"
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components = ('V', 'S', 'M')
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materials = """The petrified eye of a newt"""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Warlock',)
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class HoldMonster(Spell):
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"""Choose a creature that you can see within range. The target must succeed on a
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Wisdom saving throw or be paralyzed for the duration. This spell has no effect
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on undead. At the end of each of its turns, the target can make another Wisdom
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saving throw. On a success, the spell ends on the target.
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At Higher Levels:
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When you cast this spell using a spell slot of 6th level or higher, you can
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target one additional creature for each slot level above 5th. The creatures must
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be within 30 feet of each other when you target them.
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"""
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name = "Hold Monster"
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level = 5
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S', 'M')
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materials = """A small, straight piece of iron"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
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class HoldPerson(Spell):
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"""Choose a humanoid that you can see within range. The target must succeed on a
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Wisdom saving throw or be paralyzed for the duration. At the end of each of its
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turns, the target can make another Wisdom saving throw. On a success, the spell
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ends on the target.
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At Higher Levels: When you cast this spell using a spell
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slot of 3rd level or higher, you can target one additional humanoid for each
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slot level above 2nd. The humanoids must be within 30 feet of each other when
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you target them.
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"""
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name = "Hold Person"
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level = 2
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = """A small, straight piece of iron"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Cleric', 'Druid', 'Sorcerer', 'Warlock', 'Wizard')
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class HolyAura(Spell):
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"""Divine light washes out from you and coalesces in a soft radiance in a 30-foot
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radius around you.
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Creatures of your choice in that radius when you cast this
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spell shed dim light in a 5-foot radius and have advantage on all saving throws,
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and other creatures have disadvantage on attack rolls against them until the
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spell ends. In addition, when a fiend or an undead hits an affected creature
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with a melee attack, the aura flashes with brilliant light. The attacker must
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succeed on a Constitution saving throw or be blinded until the spell ends.
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"""
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name = "Holy Aura"
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level = 8
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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 tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Abjuration"
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classes = ('Cleric',)
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class HolyWeapon(Spell):
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"""You imbue a weapon you touch with holy power. Until the spell ends, the weapon
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emits bright light in a 30-foot radius and dim light for an additional 30 feet.
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In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a
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hit. If the weapon isn't already a magic weapon, it becomes one for the
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duration. As a bonus action on your turn, you can dismiss this spell and cause
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the weapon to emit a burst of radiance. Each creature of your choice that you
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can see within 30 feet ofyou must make a Constitution saving throw. On a failed
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save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
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successful save, a creature takes half as much damage and isn't blinded. At the
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end of each Ofits turns, a blinded creature can make a Constitution saving
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throw, ending the effect on itselfon a success.
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"""
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name = "Holy Weapon"
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level = 5
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casting_time = "1 bonus 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 = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Evocation"
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classes = ('Cleric', 'Paladin')
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class HungerOfHadar(Spell):
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"""You open a gateway to the dark between the stars, a region infested with unknown
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horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered
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on a point with range and lasting for the duration. This void is filled with a
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cacophony of soft whispers and slurping noises that can be heard up to 30 feet
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away. No light, magical or otherwise, can illuminate the area, and creatures
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fully within the area are blinded.
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The void creates a warp in the fabric of
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space, and the area is difficult terrain. Any creature that starts its turn in
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the area takes 2d6 cold damage. Any creature that ends its turn in the area must
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succeed on a Dexterity saving throw or take 2d6 acid damage as milky,
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otherwordly tentacles rub against it.
|
|
"""
|
|
name = "Hunger Of Hadar"
|
|
level = 3
|
|
casting_time = "1 action"
|
|
casting_range = "150 feet"
|
|
components = ('V', 'S', 'M')
|
|
materials = """A pickled octopus tentacle"""
|
|
duration = "Concentration, up to 1 minute"
|
|
ritual = False
|
|
magic_school = "Conjuration"
|
|
classes = ('Warlock',)
|
|
|
|
|
|
class HuntersMark(Spell):
|
|
"""You choose a creature you can see within range and mystically mark it as your
|
|
quarry.
|
|
Until the spell ends, you deal an extra 1d6 damage to the target
|
|
whenever you hit it with a weapon attack, and you have advantage on any Wisdom
|
|
(Perception) or Wisdom (Survival) check you make to find it. If the target drops
|
|
to 0 hit points before this spell ends, you can use a bonus action on a
|
|
subsequent turn of yours to mark a new creature.
|
|
|
|
At Higher Levels: When you
|
|
cast this spell using a spell slot of 3rd or 4th level, you can maintain your
|
|
concentration on the spell for up to 8 hours.
|
|
When you use a spell slot of 5th
|
|
level or higher, you can maintain your concentration on the spell for up to 24
|
|
hours.
|
|
"""
|
|
name = "Hunters Mark"
|
|
level = 1
|
|
casting_time = "1 bonus action"
|
|
casting_range = "90 feet"
|
|
components = ('V',)
|
|
materials = """"""
|
|
duration = "Concentration, up to 1 hour"
|
|
ritual = False
|
|
magic_school = "Divination"
|
|
classes = ('Ranger',)
|
|
|
|
|
|
class HypnoticPattern(Spell):
|
|
"""You create a twisting pattern of colors that weaves through the air inside a
|
|
30-foot cube within range.
|
|
The pattern appears for a moment and vanishes. Each
|
|
creature in the area who sees the pattern must make a Wisdom saving throw. On a
|
|
failed save, the creature becomes charmed for the duration. While charmed by
|
|
this spell, the creature is incapacitated and has a speed of 0.
|
|
|
|
The spell ends
|
|
for an affected creature if it takes any damage or if someone else uses an
|
|
action to shake the creature out of its stupor.
|
|
"""
|
|
name = "Hypnotic Pattern"
|
|
level = 3
|
|
casting_time = "1 action"
|
|
casting_range = "120 feet"
|
|
components = ('S', 'M')
|
|
materials = """A glowing stick of incense or a crystal vial filled with phosphorescent material"""
|
|
duration = "Concentration, up to 1 minute"
|
|
ritual = False
|
|
magic_school = "Illusion"
|
|
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
|
|
|
|