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dungeon-sheets/dungeonsheets/spells/spells_b.py
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from .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 youre on, the target disappears, returning to its home
plane. If the target is native to the plane youre 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 youre 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 youre 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 doesnt 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 targets skin has a
rough, bark-like appearance, and the targets AC cant 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 beasts 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 beasts 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 DMs 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 curses 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 doesnt 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 spells 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 doesnt 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 hands 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 hands 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 cant move through the hands space if
its Strength score is less than or equal to the hands Strength score. If its
Strength score is higher than the hands Strength score, the target can move
toward you through the hands 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 walls 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 isnt a creature, such as a tree or
shrub, it doesnt 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 spells
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 = "Blindnessdeafness"
level = 2
casting_time = "1 action"
casting_range = "30 feet"
components = ('V',)
materials = """"""
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
cant see anything more than 60 feet away.You can only affect and be affected
by other reatures on the Ethereal Plane. Creature that arent there cant
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 creatures choice)
against the spells 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')
materials = """"""
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 cant 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 arent 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')