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699 lines
26 KiB
Python
699 lines
26 KiB
Python
from .features import Feature, FeatureSelector
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from .. import spells
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# PHB
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class WildShape(Feature):
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"""Starting at 2nd level, you can use your action to magically assume the
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shape of a beast that you have seen before. You can use this feature
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twice. You regain expended uses when you finish a short or long rest. Your
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druid level determines the beasts you can transform into, as shown in the
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Beast Shapes table. At 2nd level, for example, you can transform into any
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beast that has a challenge rating of 1/4 or lower that doesn't have a
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flying or swimming speed.
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2nd Level: Max CR 1/4, No Flying/Swimming (ex: Wolf)
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4th Level: Max CR 1/2, No Flying (ex: Crocodile)
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8th Level: Max CR 1 (ex: Giant Eagle)
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You can stay in a beast shape for a number of hours equal to half your
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druid level (rounded down). You then revert to your normal form unless you
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expend another use of this feature. You can revert to your normal form
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earlier by using a bonus action on your turn. You automatically revert if
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you fall unconscious, drop to 0 hit points, or die.
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While you are transformed, the following rules apply:
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• Your game statistics are replaced by the statistics of the beast, but
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you retain your alignment, personality, and Intelligence, Wisdom, and
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Charisma scores. You also retain all of your skill and saving throw
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proficiencies, in addition to gaining those of the creature. If the
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creature has the same proficiency as you and the bonus in its stat block is
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higher than yours, use the creature's bonus instead of yours. If the
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creature has any legendary or lair actions, you can't use them.
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• When you transform, you assume the beast's hit points and Hit Dice. When
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you revert to your normal form, you return to the number of hit points you
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had before you transformed. However, if you revert as a result of dropping
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to 0 hit points, any excess damage carries over to your normal form. For
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example, if you take 10 damage in animal form and have only 1 hit point
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left, you revert and take 9 damage. As long as the excess damage doesn't
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reduce your normal form to 0 hit points, you aren't knocked unconscious.
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• You can't cast spells, and your ability to speak or take any action that
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requires hands is limited to the capabilities of your beast
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form. Transforming doesn't break your concentration on a spell you've
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already cast, however, or prevent you from taking actions that are part of
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a spell, such as call lightning, that you've already cast.
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• You retain the benefit of any features from your class, race, or other
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source and can use them if the new form is physically capable of doing
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so. However, you can't use any of your special senses, such as darkvi-
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sion, unless your new form also has that sense.
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• You choose whether your equipment falls to the ground in your space,
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merges into your new form, or is worn by it. Worn equipment functions as
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normal, but the DM decides whether it is practical for the new form to wear
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a piece of equipment, based on the creature's shape and size. Your
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equipment doesn't change size or shape to match the new form, and any
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equipment that the new form can't wear must either fall to the ground or
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merge with it. Equipment that merges with the form has no effect until you
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leave the form.
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"""
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_name = "Wild Shape"
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source = "Druid"
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@property
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def name(self):
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num = 2
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time = self.owner.Druid.level // 2
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return self._name + " ({:d}x/SR, {:d} hours)".format(num, time)
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class TimelessBody(Feature):
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"""Starting at 18th level, the primal magic that you wield causes you to age
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more slowly. For every 10 years that pass, your body ages only 1 year.
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"""
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name = "Timeless Body"
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source = "Druid"
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class BeastSpells(Feature):
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"""Beginning at 18th level, you can cast many of your druid spells in any
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shape you assume using Wild Shape. You can perform the somatic and verbal
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components of a druid spell while in a beast shape, but you aren't able to
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provide material components.
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"""
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name = "Beast Spells"
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source = "Druid"
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class Archdruid(Feature):
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"""At 20th level, you can use your Wild Shape an unlimited number of times.
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Additionally, you can ignore the verbal and somatic components of your
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druid spells, as well as any material components that lack a cost and
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aren't consumed by a spell. You gain this benefit in both your normal shape
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and your beast shape from Wild Shape
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"""
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name = "Archdruid"
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source = "Druid"
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# Circle of the Land
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class BonusCantrip(Feature):
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"""When you choose this circle at 2nd level, you learn one additional druid
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cantrip of your choice
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"""
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name = "Bonus Cantrip"
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source = "Druid (Circle of the Land)"
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class NaturalRecovery(Feature):
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"""Starting at 2nd level, you can regain some of your magical energy by
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sitting in meditation and communing with nature. During a short rest, you
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choose expended spell slots to recover. The spell slots can have a combined
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level that is equal to or less than half your druid level (rounded up), and
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none of the slots can be 6th level or higher. You can't use this feature
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again until you finish a long rest.
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For example, when you are a 4th-level druid, you can recover up to two
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levels worth of spell slots. You can recover either a 2nd-level slot or two
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1st-level slots.
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"""
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name = "Natural Recovery"
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source = "Druid (Circle of the Land)"
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class _CircleSpells(Feature):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle
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spells connected to the land where you became a druid. Choose that
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land-arctic, coast, desert, forest, grassland, mountain, swamp, or
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Underdark-and consult the associated list of spells.
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Once you gain access to a circle spell, you always have it prepared, and it
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doesn't count against the number of spells you can prepare each day. If you
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gain access to a spell that doesn't appear on the druid spell list, the
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spell is nonetheless a druid spell for you.
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"""
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_name = "Select One"
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source = "Druid (Circle of the Land)"
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_spells = {3: [spells.MirrorImage, spells.MistyStep],
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5: [spells.WaterBreathing, spells.WaterWalk],
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7: [spells.ControlWater, spells.FreedomOfMovement],
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9: [spells.ConjureElemental, spells.Scrying]}
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spells_known = []
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spells_prepared = []
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@property
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def name(self):
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return "Circle Spells ({:s})".format(self._name)
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def __init__(self, owner=None):
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if owner is not None:
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level = owner.Druid.level
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for lvl, sps in self._spells.items():
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if level >= lvl:
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self.spells_known.extend(sps)
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self.spells_prepared.extend(sps)
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super().__init__(owner=owner)
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class ArcticSpells(_CircleSpells):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells.
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These spells are included in your Spell Sheet
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"""
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_name = 'Arctic'
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_spells = {3: [spells.HoldPerson, spells.SpikeGrowth],
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5: [spells.SleetStorm, spells.Slow],
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7: [spells.FreedomOfMovement, spells.IceStorm],
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9: [spells.CommuneWithNature, spells.ConeOfCold]}
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class CoastSpells(_CircleSpells):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells.
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These spells are included in your Spell Sheet
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"""
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_name = 'Coast'
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_spells = {3: [spells.MirrorImage, spells.MistyStep],
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5: [spells.WaterBreathing, spells.WaterWalk],
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7: [spells.ControlWater, spells.FreedomOfMovement],
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9: [spells.ConjureElemental, spells.Scrying]}
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class DesertSpells(_CircleSpells):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells.
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These spells are included in your Spell Sheet
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"""
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_name = 'Desert'
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_spells = {3: [spells.Blur, spells.Silence],
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5: [spells.CreateFoodAndWater, spells.ProtectionFromEnergy],
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7: [spells.Blight, spells.HallucinatoryTerrain],
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9: [spells.InsectPlague, spells.WallOfStone]}
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class ForestSpells(_CircleSpells):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells.
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These spells are included in your Spell Sheet
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"""
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_name = 'Forest'
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_spells = {3: [spells.Barkskin, spells.SpiderClimb],
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5: [spells.CallLightning, spells.PlantGrowth],
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7: [spells.Divination, spells.FreedomOfMovement],
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9: [spells.CommuneWithNature, spells.TreeStride]}
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class GrasslandSpells(_CircleSpells):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells.
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These spells are included in your Spell Sheet
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"""
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_name = 'Grassland'
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_spells = {3: [spells.Invisibility, spells.PassWithoutTrace],
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5: [spells.Daylight, spells.Haste],
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7: [spells.Divination, spells.FreedomOfMovement],
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9: [spells.Dream, spells.InsectPlague]}
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class MountainSpells(_CircleSpells):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells.
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These spells are included in your Spell Sheet
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"""
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_name = 'Mountain'
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_spells = {3: [spells.SpiderClimb, spells.SpikeGrowth],
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5: [spells.LightningBolt, spells.MeldIntoStone],
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7: [spells.StoneShape, spells.Stoneskin],
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9: [spells.Passwall, spells.WallOfStone]}
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class SwampSpells(_CircleSpells):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells.
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These spells are included in your Spell Sheet
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"""
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_name = 'Swamp'
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_spells = {3: [spells.Darkness, spells.MelfsAcidArrow],
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5: [spells.WaterWalk, spells.StinkingCloud],
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7: [spells.FreedomOfMovement, spells.LocateCreature],
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9: [spells.InsectPlague, spells.Scrying]}
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class UnderdarkSpells(_CircleSpells):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells.
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These spells are included in your Spell Sheet
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"""
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_name = 'Underdark'
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_spells = {3: [spells.SpiderClimb, spells.Web],
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5: [spells.GaseousForm, spells.StinkingCloud],
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7: [spells.GreaterInvisibility, spells.StoneShape],
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9: [spells.Cloudkill, spells.InsectPlague]}
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class SporesSpells(_CircleSpells):
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"""Your symbiotic link do fungus and your ability to tap into the cycle of
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life and death grants you access to certain spells.
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These spells are included in your Spell Sheet.
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"""
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_name = 'Spores'
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_spells = {2: [spells.ChillTouch],
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3: [spells.BlindnessDeafness, spells.GentleRepose],
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5: [spells.AnimateDead, spells.GaseousForm],
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7: [spells.Blight, spells.Confusion],
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9: [spells.Cloudkill, spells.Contagion]}
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class CircleSpells(FeatureSelector, _CircleSpells):
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"""
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Select a land where you became a druid in feature_choices in your .py file:
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arctic
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coast
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desert
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forest
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grassland
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mountain
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swamp
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underdark
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spores
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"""
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options = {'arctic': ArcticSpells,
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'coast': CoastSpells,
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'desert': DesertSpells,
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'forest': ForestSpells,
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'grassland': GrasslandSpells,
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'mountain': MountainSpells,
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'swamp': SwampSpells,
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'underdark': UnderdarkSpells,
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'spores': SporesSpells}
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name = "Circle Spells (Select One)"
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source = "Druid (Circle of the Land/Spores)"
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class LandsStride(Feature):
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"""Starting at 6th level, moving through nonmagical difficult terrain costs
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you no extra movement. You can also pass through nonmagical plants without
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being slowed by them and without taking damage from them if they have
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thorns, spines, or a similar hazard. In addition, you have advantage on
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saving throws against plants that are magically created or manipulated to
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impede movement, such those created by the entangle spell.
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"""
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name = "Land's Stride"
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source = "Class (Many)"
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class NaturesWard(Feature):
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"""When you reach 10th level, you can't be charmed or frightened by elementals
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or fey, and you are immune to poison and disease
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"""
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name = "Nature's Ward"
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source = "Druid (Circle of the Land)"
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class NaturesSanctuary(Feature):
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"""When you reach 14th level, creatures of the natural world sense your
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connection to nature and become hesitant to attack you. When a beast or
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plant creature attacks you, that creature must make a Wisdom saving throw
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against your druid spell save DC. On a failed save, the creature must
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choose a different target, or the attack automatically misses. On a
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successful save, the creature is immune to this effect for 24 hours. The
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creature is aware of this effect before it makes its attack against you
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"""
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name = "Nature's Sanctuary"
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source = "Druid (Circle of the Land)"
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# Circle of the Moon
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class CombatWildShape(Feature):
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"""When you choose this circle at 2nd level, you gain the ability to use Wild
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Shape on your turn as a bonus action, rather than as an
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action. Additionally, while you are transformed by Wild Shape, you can use
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a bonus action to expend one spell slot to regain 1d8 hit points per level
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of the spell slot expended.
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"""
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name = "Combat Wild Shape"
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source = "Druid (Circle of the Moon)"
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class CircleForms(Feature):
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"""The rites of your circle grant you the ability to transform into more
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dangerous animal forms. Starting at 2nd level, you can use your Wild Shape
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to transform into a beast with a challenge rating as high as 1 (you ignore
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the Max. CR column of the Beast Shapes table, but must abide by the other
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limitations there). Starting at 6th level, you can transform into a beast
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with a challenge rating as high as your druid level divided by 3, rounded
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down
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"""
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_name = "Circle Forms"
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source = "Druid (Circle of the Moon)"
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@property
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def name(self):
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level = self.owner.Druid.level
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return self._name + ' (CR {:d})'.format(max(1, level//3))
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class PrimalStrike(Feature):
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"""Starting at 6th level, your attacks in beast form count as magical for the
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purpose of overcoming resistance and immunity to nonmagical attacks and
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damage.
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"""
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name = "Primal Strike"
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source = "Druid (Circle of the Moon)"
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class ElementalWildShape(Feature):
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"""At 10th level, you can expend two uses of Wild Shape at the same time to
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transform into an air elemental, an earth elemental, a fire elemental, or a
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water elemental.
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"""
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name = "Elemental Wild Shape"
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source = "Druid (Circle of the Moon)"
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class ThousandForms(Feature):
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"""By 14th level, you have learned to use magic to alter your physical form in
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more subtle ways. You can cast the alter self spell at will.
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"""
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name = "Thousand Forms"
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source = "Druid (Circle of the Moon)"
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spells_known = (spells.AlterSelf,)
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spells_prepared = (spells.AlterSelf,)
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# Circle of Dreams
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class BalmOfTheSummerCourt(Feature):
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"""At 2nd level, you become imbued with the blessings of the Summer Court. You
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are a font of energy that offers respite from injuries. You have a pool of
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fey energy represented by a number of C168 equal to your druid level. As
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a bonus action, you can choose one creature you can see within 120 feet
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ofyou and spend a number of those dice equal to halfyour druid level or
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less. Roll the spent dice and add them together. The target regains a
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number of hit points equal to the total. The target also gains 1 temporary
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hit point per die spent. You regain all expended dice when you finish a
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long rest.
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"""
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_name = "Balm Of The Summer Court"
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source = "Druid (Circle of Dreams)"
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@property
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def name(self):
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return self._name + " ({:d}x d6)".format(self.owner.Druid.level)
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class HearthOfMoonlightAndShadow(Feature):
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"""At 6th level, home can be wherever you are. During a short or long rest,
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you can invoke the shadowy power of the Gleaming Court to help guard your
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respite. At the start of the rest, you touch a point in space, and an
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invisible, 30-foot-radius sphere of magic appears, centered on that
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point. Total cover blocks the sphere.
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While within the sphere, you and your allies gain a +5 bonus to Dexterity
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(Stealth) and Wisdom (Perception) checks, and any light from open flames in
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the sphere (a campfire, torches, or the like) isn't visible outside it. The
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sphere vanishes at the end of the rest or when you leave the sphere
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"""
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name = "Hearth of Moonlight and Shadow"
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source = "Druid (Circle of the Moon)"
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class HiddenPaths(Feature):
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"""Starting at 10th level, you can use the hidden, magical pathways that some
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fey use to traverse space in the blink of an eye. As a bonus action on your
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turn, you can teleport up to 60 feet to an unoccupied space you can
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see.
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Alternatively, you can use your action to teleport one willing creature you
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touch up to 30 feet to an unoccupied space you can see. You can use this
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feature a number of times equal to your Wisdom modifier (minimum of once),
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and you regain all expended uses of it when you finish a long rest
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"""
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name = "Hidden Paths"
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source = "Druid (Circle of the Moon)"
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class WalkerInDreams(Feature):
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"""At 14th level, the magic of the Feywild grants you the ability to travel
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mentally or physically through dreamlands. When you finish a short rest,
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you can cast one of the following spells, without expending a spell slot or
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requiring material components: dream (with you as the messenger),
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scrying, or teleportation circle.
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This use of teleportation circle is special. Rather than opening a portal
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to a permanent teleportation circle, it opens a portal to the last location
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where you finished a long rest on your current plane of existence. If you
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haven*t taken a long rest on your current plane, the spell fails but isn't
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wasted. Once you use this feature, you can't use it again until you finish
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a long rest.
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"""
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name = "Walker in Dreams"
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source = "Druid (Circle of the Moon)"
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# Circle of the Shepherd
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class SpeechOfTheWoods(Feature):
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"""At 2nd level, you gain the ability to converse with beasts and many fey. You
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learn to speak, read, and write Sylvan. In addition, beasts can
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understand your speech, and you gain the ability to decipher their noises
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and motions. Most beasts lack the intelligence to convey or understand
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sophisticated concepts, but a friendly beast could relay what it has seen
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or heard in the recent past. This ability doesn't grant you friendship with
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beasts, though you can combine this ability with gifts to curry favor with
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them as you would with any nonplayer character.
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"""
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name = "Speech of the Woods"
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source = "Druid (Circle of the Shepherd)"
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class SpiritTotem(Feature):
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"""Starting at 2nd level, you can call forth nature spirits to influence the
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world around you. As a bonus action, you can magically summon an
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incorporeal spirit to a point you can see within 60 feet of you. The spirit
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creates an aura in a 30-foot radius around that point. It counts as neither
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a creature nor an object, though it has the spectral appearance of the
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creature it. represents.
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As a bonus action, you can move the spirit up to 60 feet to a point you can
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see. The spirit persists for 1 minute or until you're incapacitated. Once
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you use this feature, you can't use it again until you finish a short or
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long rest. The effect of the spirit's aura depends on the type of spirit
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you summon from the options below.
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**Bear Spirit**: The bear spirit grants you and your allies its might and
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endurance. Each creature ofyour choice in the aura when the spirit appears
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gains temporary hit points equal to 5 + your druid level. In addition, you
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and your allies gain advantage on Strength checks and Strength saving
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throws while in the aura.
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**Hawk Spirit**: The hawk spirit is a consummate hunter, aiding you and
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your allies with its keen sight. When a creature makes an attack roll
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against a target in the spirit's aura, you can use your reaction to grant
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advantage to that attack roll. In addition, you and your allies have
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advantage on Wisdom (Perception) checks while in the aura
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**Unicorn Spirit**: The unicorn spirit lends its protection to those
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nearby. You and your allies gain advantage on all ability checks made to
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detect creatures in the spirit's aura. In addition. if you cast a spell
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using a spell slot that restores hit points to any creature inside or
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outside the aura, each creature of your choice in the aura also regains hit
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points equal to your druid level.
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"""
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name = "Spirit Totem"
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source = "Druid (Circle of the Shepherd)"
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class MightySummoner(Feature):
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"""Starting at 6th level, beasts and fey that you conjure are more resilient
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than normal. Any beast or fey summoned or created by a spell that you cast
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gains the. following benefits:
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- The creature appears with more hit points than normal: 2 extra hit
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- The creature appears with more hit points than normal: 2 extra hit
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points per Hit Die it has.
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- The damage from its natural weapons is considered magical for the
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purpose of overcoming immunity and resistance to nonmagical attacks and
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damage.
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"""
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name = "Mighty Summoner"
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source = "Druid (Circle of the Shepherd)"
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class GuardianSpirit(Feature):
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"""Beginning at 10th level, your Spirit Totem safeguards the beasts
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and fey that you call forth with your magic. When a beast or fey
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that you summoned or created with a spell ends its turn in your
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Spirit Totem aura, that creature regains a number of hit points
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equal to half your druid level.
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"""
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name = "Guardian Spirit"
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source = "Druid (Circle of the Shepherd)"
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class FaithfulSummons(Feature):
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"""Starting at 14th level, the nature spirits you commune with protect
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you when you are the most defenseless. Ifyou are reduced to 0 hit
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points or are incapacitated against your will, you can immediately
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gain the benefits of conjure animals as if it were cast using a
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9th-level spell slot. It summons four beasts of your choice that
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are challenge rating 2 or lower. The conjured beasts appear within
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20 feet of you. If they receive no commands from you, they protect
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you from harm and attack your foes. The spell lasts for 1 hour,
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requiring no concentration, or until you dismiss it (no action
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required). Once you use this feature, you can't use it again until
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you finish a long rest
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"""
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name = "Faithful Summons"
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source = "Druid (Circle of the Shepherd)"
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#Circle of Spores
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class HaloOfSpores(Feature):
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"""Starting at 2nd level, you are surrounded by invisible, necrotic spores
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that are harmless until you unleash them on a creature nearby. When a
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creature you can see moves into a space within 10 feet of you or starts its
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turn there, you can use your reaction to deal 1d4 necrotic damage to that
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creature unless it succeeds on a Constitution saving throw against your
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spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at
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10th level, and 1d10 at 14th level
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"""
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name = "Halo of Spores"
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source = "Druid (Cirlce of Spores)"
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class SymbioticEntity(Feature):
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"""At 2nd level, you gain the ability to channel magic into your spores. As
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an action, you can expend a use of your Wild Shape feature to awaken those
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spores, rather than transforming into a beast form, and you gain 4
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temporary hit points for each level you have in this class. While this
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feature is active, you gain the following benefits:
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-- When you deal your Halo of Spores damage, roll the damage die a second
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time and add it to the total.
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-- Your melee weapon attacks deal an extra 1d6 poison damage to any target
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they hit.
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These benefits last for 10 minutes, until you lose all these temporary hit
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points, or until you use your Wild Shape again.
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"""
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name = "Symbiotic Entity"
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source = "Druid (Circle of Spores)"
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class FungalInfestation(Feature):
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"""At 6th level, your spores gain the ability to infest a corpse and
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animate it. If a beast or a humanoid that ist Small or Medium dies within
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10 feet of you, you can use your reaction to animate it, causing it to
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stand up immediately with 1 hit point. The creature uses the zombie stat
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block in the _Monster Manual_. It remains animate for 1 hour, after which
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time it collapses and dies.
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In combat, the zombie's turn comes immediately after yours. It obeys your
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mental commands, and the only action it can take is the Attack action,
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making one melee attack.
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You can use this feature a number of times equal to your Wisdom modifier
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(minimum of once), and you regain all expended uses of it when you finish a
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long rest.
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"""
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name = "Fungal Infestation"
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source = "Druid (Circle of Spores)"
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class SpreadingSpores(Feature):
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"""At 10th level, you gain the ability to seed an area with deadly spores.
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As a bonus action while your Symbiotic Entity feature is active, you can
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hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1
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minute. The spores disappear early if you use this feature again, if you
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dismiss them as a bonus action, or if your Symbiotic Entity feature is no
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longer active.
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Whenever a creature moves into the cube or starts its turn there, that
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creature takes your Halo of Spores damage, unless the creature succeeds on
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a Constitution saving throw against your spell save DC. A creature can take
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this damage nbo mre than once per turn.
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While the cube of sproes persists, you can't use your Halo of Spores
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reaction.
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"""
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name = "Spreading Spores"
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source = "Druid (Circle of Spores)"
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class FungalBody(Feature):
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"""At 14th level, the fungal spores in your body alter you: you can't be
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blinded, deafened, frightened, or poisoned, and any critical hit against
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you counts as a normal hit instead, unless you're incapacitated.
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"""
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name = "Fungal Body"
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source = "Druid (Circle of Spores)"
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