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528 lines
22 KiB
Python
528 lines
22 KiB
Python
from .spells import Spell
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class EarthTremor(Spell):
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"""You cause a tremor in the ground in a 10-foot radius. Each creature other than
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you in that area must make a Dexterity saving throw. On a failed save, a
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creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in
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that area is loose earth or stone, it becomes difficult terrain until cleared.
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At Higher Levels. When you cast this spell using a spell slot of 2nd level or
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higher, the damage increases by 1d6 for each slot level above 1st.
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"""
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name = "Earth Tremor"
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level = 1
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casting_time = "1 action"
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casting_range = "Self (10-foot radius)"
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components = ('V', 'S')
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
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class Earthbind(Spell):
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"""Choose one creature you can see within range. Yellow strips of magical energy
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loop around the creature. The target must succeed on a Strength saving throw or
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its flying speed (if any) is reduced to 0 feet for the spell’s duration. An
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airborne creature affected by this spell descends at 60 feet per round until it
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reaches the ground or the spell ends.
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"""
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name = "Earthbind"
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level = 2
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casting_time = "1 action"
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casting_range = "300 feet"
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components = ('V',)
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
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class Earthquake(Spell):
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"""You create a seismic disturbance at a point on the ground that you can see
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within range.
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For the duration, an intense tremor rips through the ground in a
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100-foot- radius circle centered on that point and shakes creatures and
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structures in contact with the ground in that area.
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The ground in the area
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becomes difficult terrain. Each creature on the ground that is concentrating
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must make a Constitution saving throw. On a failed save, the creature’s
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concentration is broken.
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When you cast this spell and at the end of each turn
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you spend concentrating on it, each creature on the ground in the area must make
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a Dexterity saving throw. On a failed save, the creature is knocked prone.
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This spell can have additional effects depending on the terrain in the area, as
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determined by the DM.
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Fissures.
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Fissures open throughout the spell’s area at
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the start of your next turn after you cast the spell. A total of 1d6 such
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fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10
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feet wide, and extends from one edge of the spell’s area to the opposite side. A
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creature standing on a spot where a fissure opens must succeed on a Dexterity
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saving throw or fall in. A creature that successfully saves moves with the
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fissure’s edge as it opens.
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A fissure that opens beneath a structure causes it
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to automatically collapse (see below).
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Structures.
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The tremor deals 50
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bludgeoning damage to any structure in contact with the ground in the area when
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you cast the spell and at the start of each of your turns until the spell ends.
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If a structure drops to 0 hit points, it collapses and potentially damages
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nearby creatures. A creature within half the distance of a structure’s height
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must make a Dexterity saving throw. On a failed save, the creature takes 5d6
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bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a
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DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the
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DC higher or lower, depending on the nature of the rubble. On a successful save,
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the creature takes half as much damage and doesn’t fall prone or become buried.
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"""
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name = "Earthquake"
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level = 8
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casting_time = "1 action"
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casting_range = "500 feet"
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components = ('V', 'S', 'M')
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materials = """A pinch o f dirt, a piece o f rock, and a lump of clay"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Evocation"
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classes = ('Cleric', 'Druid', 'Sorcerer')
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class EldritchBlast(Spell):
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"""A beam of crackling energy streaks toward a creature within range. Make a ranged
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spell attack against the target. On a hit, the target takes 1d10 force damage.
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At Higher Levels: The spell creates more than one beam when you reach higher
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levels:
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Two beams at 5th level
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Three beams at 11th level
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Four beams at 17th
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level.
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You can direct the beams at the same target or at different ones. Make
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a separate attack roll for each beam.
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"""
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name = "Eldritch Blast"
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level = 0
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Warlock',)
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class ElementalBane(Spell):
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"""Choose one creature you can see within range, and choose one of the following
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damage types: acid, cold, fire, lightning, or thunder.
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The target must succeed
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on a Constitution saving throw or be affected by the spell for its duration. The
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first time each turn the affected target takes damage of the chosen type, the
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target takes an extra 2d6 damage of that type. Moreover, the target loses any
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resistance to that damage type until the spell ends.
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At Higher Levels: When you
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cast this spell using a spell slot of 5th level or higher, you can target one
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additional creature for each slot level above 4th. The creatures must be within
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30 feet of each other when you target them.
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"""
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name = "Elemental Bane"
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level = 4
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Druid', 'Wizard', 'Warlock')
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class ElementalWeapon(Spell):
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"""A nonmagical weapon you touch becomes a magic weapon.
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Choose one of the
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following damage types: acid, cold, fire, lightning, or thunder. For the
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duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4
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damage of the chosen type when it hits.
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At Higher Levels: When you cast this
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spell using a spell slot of 5th or 6th level, the bonus to attack rolls
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increases to +2 and the extra damage increases to 2d4.
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When you use a spell
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slot of 7th level or higher, the bonus increases to +3 and the extra damage
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increases to 3d4.
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"""
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name = "Elemental Weapon"
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level = 3
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Paladin',)
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class EnemiesAbound(Spell):
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"""You reach into the mind of one creature you can see and force it to make an
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Intelligence saving throw. A creature automatically succeeds if it is immune to
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being frightened. On a failed save, the target loses the ability to distinguish
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friend from foe, regarding all creatures it can see as enemies until the spell
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ends. Each time the target takes damage, it can repeat the saving throw, ending
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the effect on itself on a success. Whenever the affected creature chooses
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another creature as a target, it must choose the target at random from among the
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creatures it can see within range of the attack, spell, or other ability it’s
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using. If an enemy provokes an opportunity attack from the affected creature,
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the creature must make that attack if it is able to.
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"""
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name = "Enemies Abound"
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level = 3
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
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class Enervation(Spell):
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"""A tendril of inky darkness reaches out from you, touching a creature you can see
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within range to drain life from it. The target must make a Dexterity saving
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throw. On a successful save, the target takes 2d8 necrotic damage, and the spell
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ends. On a failed save, the target takes 4d8 necrotic damage, and until the
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spell ends, you can use your action on each of your turns to automatically deal
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4d8 necrotic damage to the target. The spell ends ifyou use your action to do
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anything else, if the target is ever outside the spell’s range, or if the target
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has total cover from you. Whenever the spell deals damage to a target, you
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regain hit points equal to half the amount of necrotic damage the target takes.
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At Higher Levels: When you cast this spell using a spell slot of 6th level or
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higher, the damage increases by 1d8 for each slot level above 5th.
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"""
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name = "Enervation"
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level = 5
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Necromancy"
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classes = ('Sorcerer', 'Warlock', 'Wizard')
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class EnhanceAbility(Spell):
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"""You touch a creature and bestow upon it a magical enhancement. Choose one of the
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following effects: the target gains the effect until the spell ends.
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- Bear’s
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Endurance. The target has advantage on Constitution checks. It also gains 2d6
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temporary hit points, which are lost when the spell ends.
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- Bull’s Strength. The
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target has advantage on Strength checks, and his or her carrying capacity
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doubles.
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- Cat’s Grace. The target has advantage on Dexterity checks. It also
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doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
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-
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Eagle’s Splendor. The target has advantage on Charisma checks.
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- Fox’s Cunning.
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The target thas advantage on Intelligence checks.
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- Owl’s Wisdom. The target has
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advantage on Wisdom checks.
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At Higher Levels: When you cast this spell using a
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spell slot of 3rd level or higher, you can target one additional creature for
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each slot level above 2nd.
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"""
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name = "Enhance Ability"
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level = 2
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S', 'M')
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materials = """Fur or a feather from a beast"""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Bard', 'Cleric', 'Druid', 'Sorcerer')
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class Enlargereduce(Spell):
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"""You cause a creature or an object you can see within range to grow larger or
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smaller for the duration. Choose either a creature or an object that is neither
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worn nor carried. If the target is unwilling, it can make a Constitution saving
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throw. On a success, the spell has no effect.
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If the target is a creature,
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everything it is wearing and carrying changes size with it. Any item dropped by
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an affected creature returns to normal size at once.
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Enlarge
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The target’s
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size doubles in all dimensions, and its weight is multiplied by eight. This
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growth increases its size by one category – from Medium to Large, for example.
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If there isn’t enough room for the target to double its size, the creature or
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object attains the maximum possible size in the space available. Until the spell
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ends, the target also has advantage on Strength checks and Strength saving
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throws. The target’s weapons also grow to match its new size. While these
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weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
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Reduce
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The target’s size is halved in all dimensions, and its weight is reduced
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to one-eighth of normal. This reduction decreases its size by one category –
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from Medium to Small, for example. Until the spell ends, the target also has
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disadvantage on Strength checks and Strength saving throws. The target’s weapons
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also shrink to match its new size. While these weapons are reduced, the
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target’s attacks with them deal 1d4 less damage (this can’t reduce the damage
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below 1).
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"""
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name = "Enlargereduce"
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level = 2
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """A pinch of powdered iron"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Sorcerer', 'Wizard')
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class EnsnaringStrike(Spell):
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"""The next time you hit a creature with a weapon attack before this spell ends, a
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writhing mass of thorny vines appears at the point of impact, and the target
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must succeed on a Strength saving throw or be restrained by the magical vines
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until the spell ends. A Large or larger creature has advantage on this saving
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throw. If the target succeeds on the save, the vines shrivel away.
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While
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restrained by this spell, the target takes 1d6 piercing damage at the start of
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each of its turns. A creature restrained by the vines or one that can touch the
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creature can use its action to make a Strength check against your spell save DC.
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On a success, the target is freed.
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At Higher Levels: If you cast this spell
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using a spell slot of 2nd level or higher, the damage increases by 1d6 for each
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slot level above 1st.
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"""
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name = "Ensnaring Strike"
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level = 1
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casting_time = "1 bonus action"
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casting_range = "Self"
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components = ('V',)
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Ranger',)
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class Entangle(Spell):
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"""Grasping weeds and vines sprout from the ground in a 20-foot square starting
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from a point within range. For the duration, these plants turn the ground in the
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area into difficult terrain.
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A creature in the area when you cast the spell
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must succeed on a Strength saving throw or be restrained by the entangling
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plants until the spell ends. A creature restrained by the plants can use its
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action to make a Strength check against your spell save DC. On a success, it
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frees itself.
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When the spell ends, the conjured plants wilt away.
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"""
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name = "Entangle"
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level = 1
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Druid',)
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class Enthrall(Spell):
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"""You weave a distracting string of words, causing creatures of your choice that
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you can see within range and that can hear you to make a Wisdom saving throw.
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Any creature that can’t be charmed succeeds on this saving throw automatically,
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and if you or your companions are fighting a creature, it has advantage on the
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save. On a failed save, the target has disadvantage on Wisdom (Perception)
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checks made to perceive any creature other than you until the spell ends or
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until the target can no longer hear you. The spell ends if you are incapacitated
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or can no longer speak.
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"""
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name = "Enthrall"
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level = 2
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "1 minute"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Warlock')
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class EruptingEarth(Spell):
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"""Choose a point you can see on the ground within range. A fountain of churned
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earth and stone erupts in a 20-foot cube centered on that point. Each creature
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in that area must make a Dexterity saving throw. A creature takes 3d12
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bludgeoning damage on a failed save, or half as much damage on a successful one.
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Additionally, the ground in that area becomes difficult terrain until cleared
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away. Each 5-foot-square portion of the area requires at least 1 minute to clear
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by hand.
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At Higher Levels: When you cast this spell using a spell slot of 4rd
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level or higher, the damage increases by 1d12 for each slot level above 3rd.
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"""
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name = "Erupting Earth"
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level = 3
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A piece of obsidian"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class Etherealness(Spell):
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"""You step into the border regions of the Ethereal Plane, in the area where it
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overlaps with your current plane. You remain in the Border Ethereal for the
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duration or until you use your action to dismiss the spell. During this time,
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you can move in any direction. If you move up or down, every foot of movement
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costs an extra foot. You can see and hear the plan you originated from, but
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everything there looks gray, and you can’t see anything more than 60 feet away.
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While on the Ethereal Plane, you can only affect and be affected by other
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creatures on that plane. Creatures that aren’t on the Ethereal Plance can’t
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perceive you and can’t interact with you, unless a special ability or magic has
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given them the ability to do so.
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You ignore all objects and effects that
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aren’t on the Ethereal Plane, allowing you to move through objects you perceive
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on the plan you originated from. When the spell ends, you immediately return to
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the plane you originiated from in teh spot you currently occupy. If you occupy
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the same spot as a solid object or creature when this happens, you are
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imediately shunted to the neares unoccupied space that you can occupy and take
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force damage equal to twice the number of feet you are moved.
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This spell has
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no effect if you cast it while you are on the Ethereal Plane or a plane that
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doesn’t border it, such as one of the Outer Planes.
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At Higher Levels: When you
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cast this spell using a spell slot of 8th level or higher, you can target up to
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three willing creatures (including you) for each slot level above 7th. The
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creatures must be within 10 feet of you when you cast the spell.
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"""
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name = "Etherealness"
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level = 7
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casting_time = "1 action"
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casting_range = "Self"
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components = ('V', 'S')
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materials = """"""
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duration = "Up to 8 hours"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Bard', 'Cleric', 'Sorcerer', 'Warlock', 'Wizard')
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class EvardsBlackTentacles(Spell):
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"""Squirming, ebony tentacles fill a 20-foot square on ground that you can see
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within range. For the duration, these tentacles turn the ground in the area into
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difficult terrain.
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When a creature enters the affected area for the first
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time on a turn or starts its turn there, the creature must succeed on a
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Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the
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tentacles until the spell ends. A creature that starts its turn in the area and
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is already restrained by the tentacles takes 3d6 bludgeoning damage.
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A
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creature restrained by the tentacles can use its action to make a Strength or
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Dexterity check (its choice) against your spell save DC. On a success, it frees
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itself.
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"""
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name = "Evards Black Tentacles"
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level = 4
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S', 'M')
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materials = """A piece of tentacle from a giant octopus or a giant squid"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Wizard',)
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||
class ExpeditiousRetreat(Spell):
|
||
"""This spell allows you to move at an incredible pace. When you cast this spell,
|
||
and then as a bonus action on each of your turns until the spell ends, you can
|
||
take the Dash action.
|
||
"""
|
||
name = "Expeditious Retreat"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class Eyebite(Spell):
|
||
"""For the spell’s duration, your eyes become an inky void imbued with dread power.
|
||
One creature of your choice within 60 feet of you that you can see must succeed
|
||
on a Wisdom saving throw or be affected by one of the following effects of your
|
||
choice for the duration. On each of your turns until the spell ends, you can
|
||
use your action to target another creature but can’t target a creature again if
|
||
it has succeeded on a saving throw against this casting of eyebite.
|
||
|
||
Asleep
|
||
|
||
The target galls unconscious. It wakes up if it takes any damage or if another
|
||
creature uses its action to shake the sleeper awake.
|
||
|
||
Panicked
|
||
The target is
|
||
frightened of you. On each of its turns, the frightened creature must take the
|
||
Dash action and move away from you by the safest and shortest available route,
|
||
unless there is nowhere to move. If the target moves to a place at least 60 feet
|
||
away from you where it can no longer see you, this effect ends.
|
||
|
||
Sickened
|
||
The
|
||
target has disadvantage on attack rolls and ability checks. At the end of each
|
||
of its turns, it can make another Wisdom saving throw. If it succeeds, the
|
||
effect ends.
|
||
"""
|
||
name = "Eyebite"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Necromancy"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|