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268 lines
8.3 KiB
Python
268 lines
8.3 KiB
Python
class MagicItem:
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"""
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Generic Magic Item. Add description here.
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"""
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name = ""
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ac_bonus = 0
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requires_attunement = False
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needs_implementation = False
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rarity = ""
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item_type = ""
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def __init__(self, owner=None):
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self.owner = owner
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def __str__(self):
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return self.name
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def __repr__(self):
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return '"{:s}"'.format(str(self))
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class CloakOfProtection(MagicItem):
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"""
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You gain a +1 bonus to AC and Saving Throws while wearing this cloak.
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"""
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name = "Cloak of Protection"
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ac_bonus = 1
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requires_attunement = True
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rarity = "Uncommon"
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class RingOfProtection(MagicItem):
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"""
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You gain a +1 bonus to AC and Saving Throws while wearing this ring.
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"""
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name = "Ring of Protection"
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ac_bonus = 1
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requires_attunement = True
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rarity = "Rare"
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item_type = "Ring"
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class DecanterOfEndlessWater(MagicItem):
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"""This stoppered flask sloshes when shaken, as if it contains water. The
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decanter weighs 2 pounds.
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You can use an action to remove the stopper and speak one of three command
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words, whereupon an amount of fresh water or salt water (your choice) pours
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out of the flask. The water stops pouring out at the start of your next
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turn. Choose from the following options:
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--"Stream" produces 1 gallon of water.
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--"Fountain" produces 5 gallons of water.
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--"Geyser" produces 30 gallons of water that gushes forth in a geyser 30
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feet long and 1 foot wide. As a bonus action while holding the decanter,
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you can aim the geyser at a creature you can see within 30 feet of you. The
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target must succeed on a DC 13 Strength saving throw or take 1d4
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bludgeoning damage and fall prone. Instead of a creature, you can target an
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object that isn't being worn or carried and that weighs no more than 200
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pounds. The object is either knocked over or pushed up to 15 feet away from
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you.
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"""
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name = "Decanter of Endless Water"
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rarity = "Uncommon"
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item_type = "Wondrous item"
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class ToothOfAnimalFriendship(MagicItem):
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"""While holding this wolf's tooth, you can expend it's one charge to cast
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Animal Friendship (DC 13) or Speak With Animals.
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The charge resets at the next Dawn.
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"""
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name = "Tooth of Animal Friendship"
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rarity = "Uncommon"
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class CloakOfBillowing(MagicItem):
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"""While wearing this cloak, you can use a bonus action to make it billow
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dramatically.
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"""
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name = "Cloak of Billowing"
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rarity = "Common"
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class CloakOfDisplacement(MagicItem):
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"""While you wear this cloak, it projects an illusion that makes you appear
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to be standing in a place near your actual location, causing any creature
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to have disadvantage on attack rolls against you. If you take damage, the
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property ceases to function until the start of your next turn. This
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property is suppressed while you are incapacitated, restrained, or
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otherwise unable to move.
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"""
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name = "Cloak of Displacement"
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rarity = "Rare"
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class CapeOfTheMountebank(MagicItem):
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"""This cape smells faintly of brimstone. While wearing it, you can use it to
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cast the Dimension Door spell as an action. This property of the cape can't
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be used again until the next dawn.
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When you disappear, you leave behind a cloud of smoke, and you appear in a
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similar cloud of smoke at your destination. The smoke lightly obscures the
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space you left and the space you appear in, and it dissipates at the end of
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your next turn. A light or stronger wind disperses the smoke.
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"""
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name = "Cape of the Mountebank"
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rarity = "Rare"
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requires_attunement = True
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class EyesOfCharming(MagicItem):
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"""These Crystal lenses fit over the eyes. They have 3 Charges. While wearing
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them, you can expend 1 charge as an action to cast the Charm Person spell
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(save DC 13) on a humanoid within 30 feet of you, provided that you and the
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target can see each other. The lenses regain all expended Charges daily at
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dawn.
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"""
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name = "Eyes of Charming"
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rarity = "Uncommon"
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requires_attunement = True
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class CharlattansDie(MagicItem):
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"""Whenever you roll this six-sided die, you can control which number it
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rolls.
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"""
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name = "Charlattan's Die"
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rarity = "Common"
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class PipeOfSmokeMonsters(MagicItem):
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"""While smoking this pipe, you can use an action to ex- hale a puff of smoke
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that takes the form of a single crea- ture, such as a dragon, a flumph, or
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a froghemoth. The form must be small enough to fit in a 1-foot cube and
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loses its shape after a few seconds, becoming an ordi- nary puff of smoke.
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"""
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name = "Pipe of Smoke Monsters"
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rarity = "Common"
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class CoinsOfCommunication(MagicItem):
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"""This set of multiple coins are virtually indistinguishable from regular Gold
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Pieces, but are connected by magic. Once per day, a holder of any of any
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coin can whisper a single word into it, after which all coins will
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immediately vibrate and the word will replace a word in the traditional
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Kings Message imprinted on the coin. This ability cannot be used again by
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the holder of any of the coins until the following dawn.
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"""
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name = "Coins of Communication"
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rarity = "Uncommon"
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class FlameTongue(MagicItem):
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"""You can use a Bonus Action to speak this magic sword's Command Word, causing
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flames to erupt from the blade. These flames shed bright light in a 40-foot
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radius and dim light for an additional 40 feet. While the sword is ablaze,
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it deals an extra 2d6 fire damage to any target it hits. The flames last
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until you use a Bonus Action to speak the Command Word again or until you
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drop or sheathe the sword
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"""
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name = "Flame Tongue"
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rarity = "Rare"
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requires_attunement = True
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class SpearOfLightning(MagicItem):
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"""When you hurl it and speak its Command Word, it transforms into a bolt of
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lightning, forming a line 5 feet wide that extends out from you to a target
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within 120 feet. Each creature in the line excluding you and the target
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must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a
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failed save, and half as much damage on a successful one. The Lightning
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Bolt turns back into a spear when it reaches the target.
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Make a ranged weapon Attack against the target. On a hit, the target takes
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damage from the spear plus 4d6 lightning damage.
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The spear's property can't be used again until the next dawn. In the
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meantime, the spear can still be used as a Magic Weapon.
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"""
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requires_attunement = True
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name = "Lightning Spear"
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class AmuletOfTheEel(MagicItem):
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"""While holding this amulet, you can breath water and air, and have a
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swimming speed of 20'."""
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name = "Amulet of the Eel"
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class BracersOfMagnetism(MagicItem):
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"""When wearing these bracers, you can use a bonus action to speak their
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command word, causing them to become magnetically attractive to each other.
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While active, the wearer's arms are secured together, requiring a succesful DC 25
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STR (Athletics) check to separate them by six inches. The wearer has advantage
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on all STR (Athletics) checks made to grapple, but disadvantage on all
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weapon attacks and DEX (Sleight of Hand) checks.
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The wearer can use another bonus action to speak the command word and
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deactivate the magnetic effect.
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The magnetic effect fails if the bracers are more than 10' apart.
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"""
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requires_attunement = True
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name = "Bracers of Magnetism"
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class ShieldOfFaces(MagicItem):
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"""This +1 metallic shield has a detailed face chisled into its front surface.
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As a bonus action, the wielder can use a bonus action to mentally command
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the shield to adopt a new emotional state (such as "smiling", "laughing",
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"crying", etc.)
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"""
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requires_attunement = True
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name = "Shield of Faces"
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class GlowingSword(MagicItem):
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"""
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This strange longsword glows at odd times.
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"""
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name = "Glowing Sword"
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class PearlOfPower(MagicItem):
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"""While this pearl is on your person, you can use an action to speak its
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Command Word and regain one expended spell slot. If the expended slot is of
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4th Level or higher, the new slot is 3rd Level. Once you have used
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the pearl, it can't be used again until the next dawn.
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"""
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requires_attunement = True
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name = "Pearl of Power"
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