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719 lines
28 KiB
Python
719 lines
28 KiB
Python
from dungeonsheets import spells, weapons
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from dungeonsheets.features.features import Feature, FeatureSelector
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# PHB
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class ArcaneRecovery(Feature):
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"""You have learned to regain some of your magical energy by studying your
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spellbook. Once per day when you finish a short rest, you can choose
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expended spell slots to recover. The spell slots can have a combined level
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that is equal to or less than half your wizard level (rounded up), and none
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of the slots can be 6th level or higher. For example, if you're a 4th-level
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wizard, you can recover up to two levels worth o f spell slots. You can
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recover either a 2nd-level spell slot or two 1st-level spell slots
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"""
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name = "Arcane Recovery"
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source = "Wizard"
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class SpellMastery(Feature):
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"""At 18th level, you have achieved such mastery over certain spells that you
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can cast them at will. Choose a 1st-level wizard spell and a 2nd-level
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wizard spell that are in your spellbook. You can cast those spells at their
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lowest level without expending a spell slot when you have them prepared. If
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you want to cast either spell at a higher level, you must expend a spell
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slot as normal. By spending 8 hours in study, you can exchange one or both
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o f the spells you chose for different spells of the same levels.
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"""
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name = "Spell Mastery"
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source = "Wizard"
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class SignatureSpells(Feature):
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"""When you reach 20th level, you gain mastery over two powerful spells and
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can cast them with little effort. Choose two 3rd-level wizard spells in
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your spellbook as your signature spells. You always have these spells
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prepared, they don't count against the number of spells you have prepared,
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and you can cast each of them once at 3rd level without expending a spell
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slot. When you do so, you can't do so again until you finish a short or
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long rest. If you want to cast either spell at a higher level, you must
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expend a spell slot as normal.
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"""
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name = "Signature Spells"
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source = "Wizard"
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# Abjuration
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class AbjurationSavant(Feature):
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"""Beginning when you select this school at 2nd level, the gold and time you
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must spend to copy an abjuration spell into your spellbook is halved.
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"""
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name = "Abjuration Savant"
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source = "Wizard (School of Abjuration)"
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class ArcaneWard(Feature):
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"""Starting at 2nd level, you can weave magic around yourself for
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protection. When you cast an abjuration spell of 1st level or higher, you
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can simultaneously use a strand of the spell's magic to create a magical
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ward on yourself that lasts until you finish a long rest. The ward has hit
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points equal to twice your wizard level + your Intelligence
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modifier. Whenever you take damage, the ward takes the damage instead. If
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this damage reduces the ward to 0 hit points, you take any remaining
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damage. While the ward has 0 hit points, it can't absorb damage, but its
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magic remains. Whenever you cast an abjuration spell of 1st level or
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higher, the ward regains a number of hit points equal to twice the level of
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the spell. Once you create the ward, you can't create it again until you
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finish a long rest
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"""
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name = "Arcane Ward"
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source = "Wizard (School of Abjuration)"
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class ProjectedWard(Feature):
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"""Starting at 6th level, when a creature that you can see within 30 feet of
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you takes damage, you can use your reaction to cause your Arcane Ward to
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absorb that damage. If this damage reduces the ward to 0 hit points, the
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warded creature takes any remaining damage
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"""
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name = "Projected Ward"
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source = "Wizard (School of Abjuration)"
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class ImprovedAbjuration(Feature):
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"""Beginning at 10th level, when you cast an abjuration spell that requires
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you to make an ability check as a part of casting that spell (as in
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counterspell and dispel magic), you add your proficiency bonus to that
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ability check.
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"""
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name = "Improved Abjuration"
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source = "Wizard (School of Abjuration)"
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class SpellResistance(Feature):
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"""Starting at 14th level, you have advantage on saving throws against
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spells. Furthermore, you have resistance against the damage of spells
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"""
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name = "Spell Resistance"
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source = "Wizard (School of Abjuration)"
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# Conjuration
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class ConjurationSavant(Feature):
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"""Beginning when you select this school at 2nd level, the gold and time you
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must spend to copy a conjuration spell into your spellbook is halved.
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"""
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name = "Conjuration Savant"
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source = "Wizard (School of Conjuration)"
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class MinorIllusion(Feature):
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"""Starting at 2nd level when you select this school, you can use your action
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to conjure up an inanimate object in your hand or on the ground in an
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unoccupied space that you can see within 10 feet of you. This object can be
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no larger than 3 feet on a side and weigh no more than 10 pounds, and its
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form must be that of a nonmagical object that you have seen. The object is
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visibly magical, radiating dim light out to 5 feet. The object disappears
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after 1 hour, when you use this feature again, or if it takes any damage.
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"""
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name = "Minor Illusion"
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source = "Wizard (School of Conjuration)"
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class BenignTransposition(Feature):
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"""Starting at 6th level, you can use your action to teleport up to 30 feet to
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an unoccupied space that you can see. Alternatively, you can choose a space
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within range that is occupied by a Small or Medium creature. If that
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creature is willing, you both teleport, swapping places. Once you use this
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feature, you can't use it again until you finish a long rest or you cast a
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conjuration spell of 1st level or higher.
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"""
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name = "Benign Transposition"
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source = "Wizard (School of Conjuration)"
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class FocusedConjuration(Feature):
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"""Beginning at 10th level, while you are concentrating on a conjuration
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spell, your concentration can't be broken as a result of taking damage
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"""
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name = "Focused Conjuration"
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source = "Wizard (School of Conjuration)"
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class DurableSummons(Feature):
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"""Starting at 14th level, any creature that you summon or create with a
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conjuration spell has 30 temporary hit points
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"""
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name = "Durable Summons"
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source = "Wizard (School of Conjuration)"
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# Divination
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class DivinationSavant(Feature):
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"""Beginning when you select this school at 2nd level, the gold and time you
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must spend to copy a divination spell into your spellbook is halved. P
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"""
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name = "Divination Savant"
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source = "Wizard (School of Divination)"
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class Portent(Feature):
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"""Starting at 2nd level when you choose this school, glimpses of the future
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begin to press in on your awareness. When you finish a long rest, roll two
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d20s and record the numbers rolled. You can replace any attack roll, saving
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throw, or ability check made by you or a creature that you can see with one
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of these foretelling rolls. You must choose to do so before the roll, and
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you can replace a roll in this way only once per turn. Each foretelling
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roll can be used only once. When you finish a long rest, you lose any
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unused foretelling rolls
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"""
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name = "Portent"
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source = "Wizard (School of Divination)"
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class ExpertDivination(Feature):
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"""Beginning at 6th level, casting divination spells comes so easily to you
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that it expends only a fraction of your spellcasting efforts. When you cast
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a divination spell of 2nd level or higher using a spell slot, you regain
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one expended spell slot. The slot you regain must be of a level lower than
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the spell you cast and can't be higher than 5th level.
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"""
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name = "Expert Divination"
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source = "Wizard (School of Divination)"
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class TheThirdEye(Feature):
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"""Starting at 10th level, you can use your action to increase your powers o f
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perception. When you do so, choose one of the following benefits, which
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lasts until you are incapacitated or you take a short or long rest. You
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can't use the feature again until you finish a rest.
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**Darkvision**: You gain darkvision out to a range of 60 feet, as described
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in chapter 8.
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**Ethereal Sight**: You can see into the Ethereal Plane within 60
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feet of you.
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**Greater Comprehension**: You can read any language.
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**See Invisibility**: You can see invisible creatures and objects within 10
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feet of you that are within line of sight
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"""
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name = 'The Third Eye'
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source = "Wizard (School of Divination)"
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class GreaterPortent(Feature):
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"""Starting at 14th level, the visions in your dreams intensify and paint a
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more accurate picture in your mind of what is to come. You roll three d20s
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for your Portent feature, rather than two
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"""
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name = "Greater Portent"
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source = "Wizard (School of Divination)"
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# Enchantment
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class EnchantmentSavant(Feature):
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"""Beginning when you select this school at 2nd level, the gold and time you
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must spend to copy an enchantment spell into your spellbook is halved
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"""
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name = "Enchantment Savant"
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source = "Wizard (School of Enchantment)"
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class HypnoticGaze(Feature):
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"""Starting at 2nd level when you choose this school, your soft words and
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enchanting gaze can magically enthrall another creature. As an action,
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choose one creature that you can see within 5 feet of you. If the target
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can see or hear you, it must succeed on a Wisdom saving throw against your
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wizard spell save DC or be charmed by you until the end of your next
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turn. The charmed creature's speed drops to 0, and the creature is
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incapacitated and visibly dazed.
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On subsequent turns, you can use your action to maintain this effect,
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extending its duration until the end of your next turn. However, the effect
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ends if you move more than 5 feet away from the creature, if the creature
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can neither see nor hear you, or if the creature takes damage. Once the
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effect ends, or if the creature succeeds on its initial saving throw
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against this effect, you can't use this feature on that creature again
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until you finish a long rest
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"""
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name = "Hypnotic Gaze"
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source = "Wizard (School of Enchantment)"
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class InstinctiveGaze(Feature):
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"""Beginning at 6th level, when a creature you can see within 30 feet of you
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makes an attack roll against you, you can use your reaction to divert the
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attack, provided that another creature is within the attack's range. The
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attacker must make a W isdom saving throw against your wizard spell save
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DC. On a failed save, the attacker must target the creature that is closest
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to it, not including you or itself. If multiple creatures are closest, the
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attacker chooses which one to target. On a successful save, you can't use
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this feature on the attacker again until you finish a long rest. You must
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choose to use this feature before knowing whether the attack hits or
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misses. Creatures that can't be charmed are immune to this effect.
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"""
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name = "Instinctive Gaze"
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source = "Wizard (School of Enchanment)"
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class SplitEnchantment(Feature):
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"""Starting at 10th level, when you cast an enchantment spell of 1st level or
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higher that targets only one creature, you can have it target a second
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creature.
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"""
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name = "Split Enchantment"
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source = "Wizard (School of Enchanment)"
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class AlterMemories(Feature):
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"""At 14th level, you gain the ability to make a creature unaware of your
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magical influence on it. When you cast an enchantment spell to charm one or
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more creatures, you can alter one creature's understanding so that it
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remains unaware of being charmed. Additionally, once before the spell
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expires, you can use your action to try to make the chosen creature forget
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some of the time it spent charmed. The creature must succeed on an
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Intelligence saving throw against your wizard spell save DC or lose a
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number of hours of its memories equal to 1 + your Charisma modifier
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(minimum 1). You can make the creature forget less time, and the amount of
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time can't exceed the duration of your enchantment spell.
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"""
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_name = "Alter Memories"
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source = "Wizard (School of Enchanment)"
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@property
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def name(self):
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num = 1 + max(0, self.owner.charisma.modifier)
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return self._name + " ({:d} hours)".format(num)
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# Evocation
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class EvocationSavant(Feature):
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"""Beginning when you select this school at 2nd level, the gold and time you
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must spend to copy an evocation spell into your spellbook is halved.
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"""
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name = "Evocation Savant"
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source = "Wizard (School of Evocation)"
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class SculptSpells(Feature):
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"""Beginning at 2nd level, you can create pockets of relative safety within the
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effects of your evocation spells. When you cast an evocation spell that
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affects other creatures that you can see, you can choose a number of them
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equal to 1 + the spell's level. The chosen creatures automatically succeed
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on their saving throws against the spell, and they take no damage if they
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would normally take half damage on a successful save
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"""
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name = "Sculpt Spells"
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source = "Wizard (School of Evocation)"
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class PotentCantrip(Feature):
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"""Starting at 6th level, your damaging cantrips affect even creatures that
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avoid the brunt of the effect. When a creature succeeds on a saving throw
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against your cantrip, the creature takes half the cantrip's damage (if any)
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but suffers no additional effect from the cantrip
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"""
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name = "Potent Cantrip"
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source = "Wizard (School of Evocation)"
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class EmpoweredEvocation(Feature):
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"""Beginning at 10th level, you can add your Intelligence modifier to the
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damage roll of any wizard evocation spell you cast
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"""
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name = "Empowered Evocation"
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source = "Wizard (School of Evocation)"
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class Overchannel(Feature):
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"""Starting at 14th level, you can increase the power of your simpler
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spells. When you cast a wizard spell of 5th level or lower that deals
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damage, you can deal maximum damage with that spell. The first time you do
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so, you suffer no adverse effect. If you use this feature again before you
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finish a long rest, you take 2d12 necrotic damage for each level of the
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spell, immediately after you cast it. Each time you use this feature again
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before finishing a long rest, the necrotic damage per spell level increases
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by 1d12. This damage ignores resistance and immunity.
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"""
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name = "Overchannel"
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source = "Wizard (School of Evocation)"
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# Illusion
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class IllusionSavant(Feature):
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"""Beginning when you select this school at 2nd level, the gold and time you
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must spend to copy an illusion spell into your spellbook is halved.
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"""
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name = "Illusion Savant"
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source = "Wizard (School of Illusion)"
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class ImprovedMinorIllusion(Feature):
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"""When you choose this school at 2nd level, you learn the minor illusion
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cantrip. If you already know this cantrip, you learn a different wizard
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cantrip of your choice. The cantrip doesn't count against your number of
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cantrips known. When you cast minor illusion, you can create both a sound
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and an image with a single casting o f the spell.
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"""
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name = "Improved Minor Illusion"
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source = "Wizard (School of Illusion)"
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class MalleableIllusions(Feature):
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"""Starting at 6th level, when you cast an illusion spell that has a duration
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of 1 minute or longer, you can use your action to change the nature of that
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illusion (using the spell's normal parameters for the illusion), provided
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that you can see the illusion
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"""
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name = "Malleable Illusions"
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source = "Wizard (School of Illusion)"
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class IllusorySelf(Feature):
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"""Beginning at 10th level, you can create an illusory duplicate of yourself
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as an instant, almost instinctual reaction to danger. When a creature makes
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an attack roll against you, you can use your reaction to interpose the
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illusory duplicate between the attacker and yourself. The attack
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automatically m isses you, then the illusion dissipates. Once you use this
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feature, you can't use it again until you finish a short or long rest.
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"""
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name = "Illusory Self"
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source = "Wizard (School of Illusion)"
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class IllusoryReality(Feature):
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"""By 14th level, you have learned the secret of weaving shadow magic into
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your illusions to give them a semi- reality. When you cast an illusion
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spell of 1st level or higher, you can choose one inanimate, nonmagical
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object that is part of the illusion and make that object real. You can do
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this on your turn as a bonus action while the spell is ongoing. The object
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remains real for 1 minute. For example, you can create an illusion of a
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bridge over a chasm and then make it real long enough for your allies to
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cross. The object can't deal damage or otherwise directly harm anyone
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"""
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name = "Illusory Reality"
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source = "Wizard (School of Illusion)"
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# Necromancy
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class NecromancySavant(Feature):
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"""Beginning when you select this school at 2nd level, the gold and time you
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must spend to copy an Necromancy spell into your spellbook is halved.
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"""
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name = "Necromancy Savant"
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source = "Wizard (School of Necromancy)"
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class GrimHarvest(Feature):
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"""At 2nd level, you gain the ability to reap life energy from creatures you
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kill with your spells. Once per turn when you kill one or more creatures
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with a spell of 1st level or higher, you regain hit points equal to twice
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the spell's level, or three times its level if the spell belongs to the
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School of Necromancy. You don't gain this benefit for killing constructs or
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undead """
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name = "Grim Harvest"
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source = "Wizard (School of Necromancy)"
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class UndeadThralls(Feature):
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"""At 6th level, you add the animate dead spell to your spellbook if it is not
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there already. When you cast animate dead, you can target one additional
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corpse or pile of bones, creating another zombie or skeleton, as
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appropriate. Whenever you create an undead using a necromancy spell, it has
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additional benefits:
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• The creature's hit point maximum is increased by an amount equal to your
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wizard level.
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• The creature adds your proficiency bonus to its weapon damage rolls
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"""
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name = "Undead Thralls"
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source = "Wizard (School of Necromancy)"
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spells_known = (spells.AnimateDead,)
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class InuredToUndeath(Feature):
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"""Beginning at 10th level, you have resistance to necrotic damage, and your
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hit point maximum can't be reduced. You have spent so much time dealing
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with undead and the forces that animate them that you have become inured to
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some of their worst effects
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"""
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name = "Inured to Undeath"
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source = "Wizard (School of Necromancy)"
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class CommandUndead(Feature):
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"""Starting at 14th level, you can use magic to bring undead under your
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control, even those created by other wizards. As an action, you can choose
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one undead that you can see within 60 feet of you. That creature must make
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a Charisma saving throw against your wizard spell save DC. If it succeeds,
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you can't use this feature on it again. If it fails, it becomes friendly to
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you and obeys your commands until you use this feature again. Intelligent
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undead are harder to control in this way. If the target has an
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Intelligence of 8 or higher, it has advantage on the saving throw. If it
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fails the saving throw and has an Intelligence of 12 or higher, it can
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repeat the saving throw at the end of every hour until it succeeds and
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breaks free
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"""
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name = "Command Undead"
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source = "Wizard (School of Necromancy)"
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# Transmutation
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class TransmutationSavant(Feature):
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"""Beginning when you select this school at 2nd level, the gold and time you
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must spend to copy an Transmutation spell into your spellbook is halved.
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"""
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name = "Transmutation Savant"
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source = "Wizard (School of Transmutation)"
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class MinorAlchemy(Feature):
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"""Starting at 2nd level when you select this school, you can temporarily alter
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the physical properties of one nonmagical object, changing it from one
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substance into another. You perform a special alchemical procedure on one
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object composed entirely of wood, stone (but not a gemstone), iron, copper,
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or silver, transforming it into a different one of those materials. For
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each 10 minutes you spend performing the procedure, you can transform up to
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1 cubic foot of material. After 1 hour, or until you lose your
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concentration (as if you were concentrating on a spell), the material
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reverts to its original substance
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"""
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name = "Minor Alchemy"
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source = "Wizard (School of Transmutation)"
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class TransmutersStone(Feature):
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"""Starting at 6th level, you can spend 8 hours creating a
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transmuter's stone that stores transmutation magic. You can
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benefit from the stone yourself or give it to another creature. A
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creature gains a benefit of your choice as long as the stone is in
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the creature's possession. When you create the stone, choose the
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benefit from the following options:
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- Darkvision out to a range of 60 feet, as described in chapter 8
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- An increase to speed of 10 feet while the creature is
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unencumbered
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- Proficiency in Constitution saving throws
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- Resistance to acid, cold, fire, lightning, or thunder damage
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(your choice whenever you choose this benefit)
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Each time you cast a transmutation spell of 1st level or higher,
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you can change the effect of your stone if the stone is on your
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person. If you create a new transmuter's stone, the previous one
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ceases to function
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"""
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name = "Transmuter's Stone"
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source = "Wizard (School of Transmutation)"
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class Shapechanger(Feature):
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"""At 10th level, you add the polymorph spell to your spellbook, if it
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is not there already. You can cast polymorph without expending a
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spell slot. When you do so, you can target only yourself and
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transform into a beast whose challenge rating is 1 or lower. Once
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you cast polymorph in this way, you can't do so again until you
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finish a short or long rest, though you can still cast it normally
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using an available spell slot
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"""
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name = "Shapechanger"
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source = "Wizard (School of Transmutation)"
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spells_known = spells_prepared = (spells.Polymorph,)
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class MasterTransmuter(Feature):
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"""Starting at 14th level, you can use your action to consume the reserve of
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transmutation magic stored within your transmuter's stone in a single
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burst. When you do so, choose one of the following effects. Your
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transmuter's stone is destroyed and can't be remade until you finish a long
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rest.
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**Major Transformation**: You can transmute one nonmagical object-no
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larger than a 5-foot cube-into another nonmagical object of similar size
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and mass and of equal or lesser value. You must spend 10 minutes handling
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the object to transform it.
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**Panacea**: You remove all curses, diseases, and poisons affecting a creature
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that you touch with the transmuter's stone. The creature also regains all
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its hit points.
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**Restore Life**: You cast the raise dead spell on a creature you touch
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with the transmuter's stone, without expending a spell slot or needing to
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have the spell in your spellbook.
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**Restore Youth**: You touch the transmuter's stone to a willing creature,
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and that creature's apparent age is reduced by 3d10 years, to a minimum of
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13 years. This effect doesn't extend the creature's lifespan
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"""
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name = "Master Transmuter"
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source = "Wizard (School of Transmutation)"
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# Bladesinging
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class Bladesong(Feature):
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"""Starting at 2nd level, you can invoke a secret elven magic called the
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Bladesong, provided that you aren't wearing medium or heavy armor or using
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a shield. It graces you with supernatural speed, agility, and focus. You
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can use a bonus action to start the Bladesong, which lasts for 1 minute. It
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ends early if you are incapac- itated, if you don medium or heavy armor or
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a shield, or if you use two hands to make an attack with a weapon. You can
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also dismiss the Bladesong at any time you choose (no action required).
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While your Bladesong is active, you gain the follow- ing benefits:
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• You gain a bonus to your AC equal to your Intelligence modifier (minimum
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of +1).
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• Your walking speed increases by 10 feet.
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• You have advantage on Dexterity (Acrobatics) checks.
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• You gain a bonus to any Constitution saving throw you make to maintain
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your concentration on a spell. The bonus equals your Intelligence modifier
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(minimum of +l).
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You can use this feature twice. You regain all expended uses of it when
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you finish a short or long rest.
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"""
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name = "Bladesong (2x/SR)"
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source = "Wizard (School of Bladesinging)"
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class ExtraAttackBladesinging(Feature):
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"""Starting at 6th level, you can attack twice, instead of once, whenever you
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take the Attack action on your turn.
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"""
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name = "Extra Attack (2x)"
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source = "Wizard (School of Bladesinging)"
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class SongOfDefense(Feature):
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"""Beginning at 10th level, you can direct your magic to ab- sorb damage
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while your Bladesong is active. When you take damage, you can use your
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reaction to expend one spell slot and reduce that damage to you by an
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amount equal to five times the spell slot's level.
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"""
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name = "Song of Defense"
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source = "Wizard (School of Bladesinging)"
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class SongOfVictory(Feature):
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"""Starting at 14th level, you add your Intelligence modifier (minimum of +1)
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to the damage of your melee weapon attacks while you r Bladesong is active
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"""
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name = "Song of Victory"
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source = "Wizard (School of Bladesinging)"
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# War Magic
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class ArcaneDeflection(Feature):
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"""At 2nd level, you have learned to weave your magic to fortify yourself
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against harm. When you are hit by an at- tack or you fail a saving throw,
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you can use your reaction to gain a +2 bonus to your AC against that attack
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or a +4 bonus to that saving throw. When you use this feature, you can't
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cast spells other than cantrips until the end of your next turn.
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"""
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name = "Arcane Deflection"
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source = "Wizard (School of War Magic)"
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class TacticalWit(Feature):
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"""Starting at 2nd level, your keen ability to assess tactical situations
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allows you to act quickly in battle. You can give yourself a bonus to your
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initiative rolls equal to your Intelligence modifier (included in stats on
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character sheet).
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"""
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name = "Tactical Wit"
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source = "Wizard (School of War Magic)"
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class PowerSurge(Feature):
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"""Starting at 6th level, you can store magical energy within yourself to
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later empower your damaging spells. In its stored form, this energy is
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called a power surge. You can store a maximum number of power surges equal
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to your Intelligence modifier (minimum of one). Whenever you finish a long
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rest, your number of power surges reset-s to one. Whenever you successfully
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end a spell with dispel magic or counterspel], you gain one power surge, as
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you steal magic from the spell you foiled. If you end a short rest with no
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power surges, you gain one power surge
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Once per turn when you deal damage to a creature or object with a wizard
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spell, you can spend one power surge to deal extra force damage to that
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target. The ex- tra damage equals half your wizard level.
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"""
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name = "Power Surge"
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source = "Wizard (School of War Magic)"
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class DurableMagic(Feature):
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"""Beginning at 10th level, the magic you channel helps ward off harm. While
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you maintain concentration on a spell, you have a +2 bonus to AC and all
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saving throws.
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"""
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name = "Durable Magic"
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source = "Wizard (School of War Magic)"
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class DeflectingShroud(Feature):
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"""At 14th level, your Arcane Deflection becomes infused with deadly
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magic. When you use your Arcane Deflec- tion feature, you can cause magical
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energy to are from you. Up to three creatures ofyour choice that you can
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see within 60 feet of you each take force damage equal to half your wizard
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level.
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"""
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name = "Deflecting Shroud"
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source = "Wizard (School of War Magic)"
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