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dungeon-sheets/dungeonsheets/spells/spells_b.py
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from dungeonsheets.spells.spells import Spell
class Bane(Spell):
"""Up to three creatures of your choice that you can see within range must make
Charisma saving throws. Whenever a target that fails this saving throw makes an
attack roll or a saving throw before the spell ends, the target must roll a d4
and subtract the number rolled from the attack roll or saving throw.
At Higher
Levels: When you cast this spell using a spelslot of 2nd level or higher, you
can target one aditional creature for each slot level above 1st.
"""
name = "Bane"
level = 1
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S', 'M')
materials = """A drop of blood"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Enchantment"
classes = ('Bard', 'Cleric')
class BanishingSmite(Spell):
"""The next time you hit a creature with a weapon attack before this spell ends,
your weapon crackles with force, and the attack deals an extra 5d10 force damage
to the target. Additionally, if this attack reduces the target to 50 hit points
of fewer, you banish it. If the target is native to a different plane of
existence than the on you're on, the target disappears, returning to its home
plane. If the target is native to the plane you're on, the creature vanishes
into a harmless demiplane. While there, the target is incapacitated. It remains
there until the spell ends, at which point the target reappears in the space it
left or in the nearest unoccupied space if that space is occupied.
"""
name = "Banishing Smite"
level = 5
casting_time = "1 bonus action"
casting_range = "Self"
components = ('V',)
materials = """"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Abjuration"
classes = ('Paladin',)
class Banishment(Spell):
"""You attempt to send one creature that you can see within range to another place
of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the
target to a harmless demiplane. While there, the target is incapacitated. The
target remains there until the spell ends, at which point the target reappears
in the space it left or in the nearest unoccupied space if that space is
occupied.
If the target is native to a different plane of existence that the
one you're on, the target is banished with a faint popping noise, returning to
its home plane.
If the spell ends before 1 minute has passed, the target
reappears in the space it left or in the nearest unoccupied space if that space
is occupied. Otherwise, the target doesn't return.
At Higher Levels: When you
cast this spell using a spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.
"""
name = "Banishment"
level = 4
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S', 'M')
materials = """An item distasteful to the target"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Abjuration"
classes = ('Cleric', 'Paladin', 'Sorcerer', 'Warlock', 'Wizard')
class Barkskin(Spell):
"""You touch a willing creature. Until the spellends, the target's skin has a
rough, bark-like appearance, and the target's AC can't be less than 16,
regardless of what kind of armor it is wearing.
"""
name = "Barkskin"
level = 2
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = """A handful of oak bark"""
duration = "Concentration, up to 1 hour"
ritual = False
magic_school = "Transmutation"
classes = ('Druid', 'Ranger')
class BeaconOfHope(Spell):
"""This spell bestows hope and vitality. Choose any number of creatures within
range. For the duration, each target has advantage on Wisdom saving throws and
death saving throws, and regains the maximum number of hit points possible from
any healing.
"""
name = "Beacon Of Hope"
level = 3
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S')
materials = """"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Abjuration"
classes = ('Cleric',)
class BeastBond(Spell):
"""You establish a telepathic link with one beast you touch that is
friendly to you or charmed by you. The spell fails if the beast's
Intelligence is 4 or higher. Until the spell ends, the link is
active while you and the beast are within line of sight of each
other. Through the link, the beast can understand your telepathic
messages to it, and it can telepathically communicate simple
emotions and concepts back to you. While the link is active, the
beast gains advantage on attack rolls against any creature within
5 feet of you that you can see.
"""
name = "Beast Bond"
level = 1
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = """A bit of fur wrapped in a cloth"""
duration = "Instantaneous"
ritual = False
magic_school = "Divination"
classes = ('Druid', 'Ranger')
class BeastSense(Spell):
"""You touch a willing beast. For the duration of the spell, you can
use your action to see through the beast's eyes and hear what it
hears, and continue to do so until you use your action to return
to your normal senses.
"""
name = "Beast Sense"
level = 2
casting_time = "1 action"
casting_range = "Touch"
components = ('S',)
materials = """"""
duration = "Concentration, up to 1 hour"
ritual = True
magic_school = "Divination"
classes = ('Druid', 'Ranger')
class BestowCurse(Spell):
"""You touch a creature, and that creature must succeed on a Wisdom saving throw or
become cursed for the duration of the spell. When you cast this spell, choose
the nature of the curse from the following options:* Choose one ability score.
While cursed, the target has disadvantage on ability checks and saving throws
made with that ability score.* While cursed, the target has disadvantage on
attack rolls against you.* While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. If it fails, it wastes its action that
turn doing nothing.* While the target is cursed, your attacks and spells deal an
extra 1d8 necrotic damage to the target.
A remove curse spell ends this
effect. At the DM's option, you may choose an alternative curse effect, but it
should be no more powerful than those described above.
The DM has final say on
such a curse's effect.
At Higher Levels: If you cast this spell using a spell
slot of 4th level or higher, the duration is concentration, up to 10 minutes.
If you use a spell slot of 5th level or higher, the duration is 8 hours.
If
you use a spell slot of 7th level or higher, the duration is 24 hours.
If you
use a 9th level spell slot, the spell lasts until it is dispelled.
Using a
spell slot of 5th level or higher grants a duration that doesn't require
concentration.
"""
name = "Bestow Curse"
level = 3
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S')
materials = """"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Necromancy"
classes = ('Bard', 'Cleric', 'Wizard')
class BigbysHand(Spell):
"""You create a Large hand of shimmering, translucent force in an
unoccupied space that you can see within range. The hand lasts for
the spell's duration, and it moves at your command, mimicking the
movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your
hit point maximum. If it drops to 0 hit points, the spell ends. It
has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand
doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent
turns, you can move the hand up to 60 feet and then cause one of
the following effects with it.
**Clenched Fist**
The hand strikes one creature or object within 5 feet of it. Make
a melee spell attack for the hand using your game statistics. On a
hit, the target takes 4d8 force damage.
**Forceful Hand**
The hand attempts to push a creature within 5 feet of it in a
direction you choose. Make a check with the hand's Strength
contested by the Strength (Athletics) check of the target. If the
target is Medium or smaller, you have advantage on the check. If
you succeed, the hand pushes the target up to 5 feet plus a number
of feet equal to five times your spellcasting ability
modifier. The hand moves with the target to remain within 5 feet
of it.
**Grasping Hand**
The hand attempts to grapple a Huge or smaller creature within 5
feet of it. You use the hand's Strength score to resolve the
grapple. If the target is Medium or smaller, you have advantage on
the check. While the hand is grappling the target, you can use a
bonus action to have the hand crush it. When you do so, the target
takes bludgeoning damage equal to 2d6 + your spellcasting ability
modifier.
**Interposing Hand**
The hand interposes itself between you and a creature you choose
until you give the hand a different command. The hand moves to
stay between you and the target, providing you with half cover
against the target. The target can't move through the hand's space
if its Strength score is less than or equal to the hand's Strength
score. If its Strength score is higher than the hand's Strength
score, the target can move toward you through the hand's space,
but that space is difficult terrain for the target.
**At Higher Levels:** When you cast this spell using a spell slot
of 6th level or higher, the damage from the clenched fist option
increases by 2d8 and the damage from the grasping hand increases
by 2d6 for each slot level above 5th.
"""
name = "Bigbys Hand"
level = 5
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S', 'M')
materials = """An eggshell and a snakeskin glove"""
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ('Wizard',)
class BladeBarrier(Spell):
"""You create a vertical wall of whirling, razor-sharp blades made of magical
energy. The wall appears within range and lasts for the duration. You can make a
straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed
wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall
provides three-quarters cover to creatures behind it, and its space is difficult
terrain.
 When a creature enters the wall's area for the first time on a turn
or starts its turn there, the creature must make a Dexterity saving throw. On a
failed save, the creature takes 6 d10 slashing damage. On a successful save,
the creature takes half as much damage.
"""
name = "Blade Barrier"
level = 6
casting_time = "1 action"
casting_range = "90 feet"
components = ('V', 'S')
materials = """"""
duration = "Concentration, up to 10 minutes"
ritual = False
magic_school = "Evocation"
classes = ('Cleric',)
class BladeWard(Spell):
"""You extend your hand and trace a sigil of warding in the air. Until the end of
your next turn, you have resistance against bludgeoning, piercing, and slashing
damage dealt by weapon attacks.
"""
name = "Blade Ward"
level = 0
casting_time = "1 action"
casting_range = "Self"
components = ('V', 'S')
materials = """"""
duration = "1 round"
ritual = False
magic_school = "Abjuration"
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
class Bless(Spell):
"""You bless up to three creatures of your choice within range. Whenever a target
makes an attack roll or a saving throw before the spell ends, the target can
roll a d4 and add the number rolled to the attack roll or saving throw.
At
Higher Levels: When you cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature for each slot level above 1st.
"""
name = "Bless"
level = 1
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S', 'M')
materials = """A sprinkling of holy water"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Enchantment"
classes = ('Cleric', 'Paladin')
class Blight(Spell):
"""Necromantic energy washes over a creature of your choice that you can see within
range, draining moisture and vitality from it. The target must make a
Constitution saving throw. The target takes 8d8 necrotic damage on a failed
save, or half as much damage on a successful one. This spell has no effect on
undead or constructs.
If you target a plant creature or a magical plant, it
makes the saving throw with disadvantage, and the spell deals maximum damage to
it.
If you target a nonmagical plant that isn't a creature, such as a tree or
shrub, it doesn't make a saving throw; it simply withers and dies.
At Higher
Levels: When you cast this spell using a spell slot of 5th level or higher, the
damage increases by 1d8 for each slot level above 4th.
"""
name = "Blight"
level = 4
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S')
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Necromancy"
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
class BlindingSmite(Spell):
"""The next time you hit a creature with a melee weapon attack during
this spell's duration, you weapon flares with a bright light, and
the attack deals an extra 3d8 radiant damage to the
target. Additionally, the target must succeed on a Constitution
saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving
throw at the end of each of its turns. On a successful save, it is
no longer blinded.
"""
name = "Blinding Smite"
level = 3
casting_time = "1 bonus action"
casting_range = "Self"
components = ('V',)
materials = """"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Evocation"
classes = ('Paladin',)
class BlindnessDeafness(Spell):
"""You can blind or deafen a foe. Choose one creature that you can see
within range to make a Constitution saving throw. If it fails, the
target is either blinded or deafened (your choice) for the
duration. At the end of each of its turns, the target can make a
Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of
3rd level or higher, you can target one additional creature for
each slot level above 2nd.
"""
name = "Blindness/Deafness"
level = 2
casting_time = "1 action"
casting_range = "30 feet"
components = ('V',)
duration = "1 minute"
ritual = False
magic_school = "Necromancy"
classes = ('Bard', 'Cleric', 'Sorcerer', 'Wizard')
class Blink(Spell):
"""Roll a d20 at the end of each of your turns for the duration of the spell. On a
roll of 11 or higher, you vanish from your current plane of existence and appear
in the Etheral Plane (the spell fails and the casting is wasted if you were
already on that plane).
At the start of you next turn, and when the spell ends
if you are on the Etheral Plane, you return to an unoccupied space of your
choice that you can see within 10 feet of the space you vanished from. If no
unoccupied space is available within that rang, you appear in the nearest
unoccupied space (chosen at random if more that one space is equally near). You
can dismiss this spell as an action.
While on the Ethereal Plane, you can see
and hear the plane you originated from, which is cast in shades of gray, and you
can't see anything more than 60 feet away.You can only affect and be affected
by other reatures on the Ethereal Plane. Creature that aren't there can't
perceive you or interact with you, unless they have the ability to do so.
"""
name = "Blink"
level = 3
casting_time = "1 action"
casting_range = "Self"
components = ('V', 'S')
materials = """"""
duration = "1 minute"
ritual = False
magic_school = "Transmutation"
classes = ('Sorcerer', 'Wizard')
class Blur(Spell):
"""Your body becomes blurred, shifting and wavering to all who can see you. For the
duration, any creature has disadvantage on attack rolls against you. An
attacker is immune to this effect if it doesnt rely on sight, as with
blindsight, or can see through illusions, as with truesight.
"""
name = "Blur"
level = 2
casting_time = "1 action"
casting_range = "Self"
components = ('V',)
materials = """"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Illusion"
classes = ('Sorcerer', 'Wizard')
class BonesOfTheEarth(Spell):
"""You cause up to six pillars of stone to burst from places on the
ground that you can see within range. Each pillar is a cylinder
that has a diameter of 5 feet and a height of up to 30 feet. The
ground where a pillar appears must be wide enough for its
diameter, and you can target ground under a creature if that
creature is Medium or smaller. Each pillar has AC 5 and 30 hit
points. When reduced to 0 hit points, a pillar crumbles into
rubble, which creates an area of difficult terrain with a 10-foot
radius. The rubble lasts until cleared.
If a pillar is created under a creature, that creature must
succeed on a Dexterity saving throw or be lifted by the pillar. A
creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of
a ceiling or other obstacle, a creature on the pillar takes 6d6
bludgeoning damage and is restrained, pinched between the pillar
and the obstacle. The restrained creature can use an action to
make a Strength or Dexterity check (the creature's choice) against
the spell's saving throw DC. On a success, the creature is no
longer restrained and must either move off the pillar or fall off
it.
**At Higher Levels.** When you cast this spell using a spell slot
of 7th level or higher, you can create two additional pillars for
each slot level above 6th.
"""
name = "Bones Of The Earth"
level = 6
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
duration = "Instantaneous"
ritual = False
magic_school = "Transmutation"
classes = ('Druid',)
class BoomingBlade(Spell):
"""As part of the action used to cast this spell, you must make a melee attack with
a weapon against one creature within the spell's range, otherwise the spell
fails.
On a hit, the target suffers the attack's normal effects, and it becomes
sheathed in booming energy until the start of your next turn. If the target
willingly moves be- fore then, it immediately takes 1d8 thunder damage, and the
spell ends.
This spell's damage increases when you reach higher levels.
At
Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage
to the target, and the damage the target takes for moving increases to 2d8. Both
damage rolls increase by 1d8 at 11th level and 17th level.
"""
name = "Booming Blade"
level = 0
casting_time = "1 action"
casting_range = "5 feet"
components = ('V', 'M')
materials = """A weapon"""
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ('Sorcerer', 'Warlock', 'Wizard')
class BrandingSmite(Spell):
"""The next time you hit a creature with a weapon attack before this spell ends,
the weapon glemas with astral radiance as you strike. The attack deals an extra
2d6 radiant damage to the target, which becomes visible if it is invisible, and
the target sheds dim light in a 5-foot radius and can't become invisible until
the spell ends.
At Higher Levels: When you cast this spell using a spell slot
of 3rd level or higher, the extra damage increases by 1d6 for each slot level
above 2nd.
"""
name = "Branding Smite"
level = 2
casting_time = "1 bonus action"
casting_range = "Self"
components = ('V',)
materials = """"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Evocation"
classes = ('Paladin',)
class BurningHands(Spell):
"""As you hold your hands with thumbs touching and fingers spread, a thin sheet of
flames shoots forth from your outstretched fingertips. Each creature in a
15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire
damage on a failed save, or half as much damage on a successful one.
The fire
ignites any flammable objects in the area that aren't being worn or carried.
At
Higher Levels: When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d6 for each slot level above 1st.
"""
name = "Burning Hands"
level = 1
casting_time = "1 action"
casting_range = "Self (15-foot cone)"
components = ('V', 'S')
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ('Sorcerer', 'Wizard')