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714 lines
22 KiB
Python
714 lines
22 KiB
Python
from .features import Feature
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from .. import armor, spells
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# Many Classes
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class Darkvision(Feature):
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"""Accustomed to life underground, you have superior vision in dark and dim
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conditions. You can see in dim light within 60 feet of you as if it were
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bright light, and in darkness as if it were dim light. You can't discern
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color in darkness, only shades of gray.
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"""
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name = "Darkvision (60')"
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source = "Race"
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class SuperiorDarkvision(Feature):
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"""Accustomed to life underground, you have superior vision in dark and dim
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conditions. You can see in dim light within 120 feet of you as if it were
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bright light, and in darkness as if it were dim light. You can't discern
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color in darkness, only shades of gray.
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"""
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name = "Darkvision (120')"
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source = "Race"
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class PowerfulBuild(Feature):
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"""
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You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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"""
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name = "Powerful Build"
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source = "Race"
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class Amphibious(Feature):
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"""
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You can breath air and water
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"""
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name = "Amphibious"
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source = "Race"
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# Dwarves
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class DwarvenResilience(Feature):
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"""You have advantage on saving throws against poison, and you have resistance
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against poison damage
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"""
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name = "Dwarven Resilience"
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source = "Race (Dwarf)"
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class Stonecunning(Feature):
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"""Whenever you make an Intelligence (History) check related to the origin of
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stonework, you are considered proficient in the History skill and add
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double your proficiency bonus to the check, instead of your normal
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proficiency bonus. Languages.
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"""
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name = "Stonecunning"
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source = "Race (Dwarf)"
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class DwarvenToughness(Feature):
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"""
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Your hit point maximum
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increases by 1, and it increases by 1 every time you gain a level.
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"""
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name = "DwarvenToughness"
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source = "Race (Hill Dwarf)"
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needs_implementation = True
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# Elves
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class FeyAncestry(Feature):
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"""You have advantage on saving throws against being charmed, and magic can't
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put you to sleep.
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"""
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name = "Fey Ancestry"
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source = "Race (Elf)"
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class Trance(Feature):
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"""Elves don't need to sleep. Instead, they meditate deeply, remaining
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semiconscious, for 4 hours a day. (The Common word for such meditation is
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"trance.") While meditating, you can dream after a fashion; such dreams are
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actually mental exercises that have become reflexive through years of
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practice. After resting in this way, you gain the same benefit that a human
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does from 8 hours of sleep.
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"""
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name = "Trance"
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source = "Race (Elf)"
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class ElfCantrip(Feature):
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"""You know one cantrip of your choice from the wizard spell
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list. Intelligence is your spellcasting ability for it.
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"""
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name = "Cantrip"
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source = "Race (High-Elf)"
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needs_implementation = True
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class MaskOfTheWild(Feature):
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"""You can attempt to hide even when you are only lightly obscured by foliage,
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heavy rain, falling snow, mist, and other natural phenomena.
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"""
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name = "Mask of the Wild"
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source = "Race (Wood Elf)"
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class SunlightSensitivity(Feature):
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"""You have disadvantage on attack rolls and on Wisdom (Perception) checks
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that rely on sight when you, the target of your attack, or whatever you are
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trying to perceive is in direct sunlight.
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"""
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name = "Sunlight Sensitivity"
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source = "Race (Dark Elf)"
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class DrowMagic(Feature):
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"""You know the dancing lights cantrip. When you reach 3rd level, you can
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cast the faerie fire spell once per day. When you reach 5th level, you can
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also cast the darkness spell once per day. Charisma is your spellcasting
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ability for these spells.
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"""
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name = "Drow Magic"
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source = "Race (Dark Elf)"
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spells_known = spells_prepared = (spells.DancingLights,)
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# Halflings
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class Lucky(Feature):
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"""When you roll a 1 on an attack roll, ability check, or saving throw, you can
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reroll the die and must use the new roll.
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"""
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name = "Lucky"
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source = "Race (Halfling)"
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class Brave(Feature):
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"""You have advantage on saving throws against being frightened.
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"""
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name = "Brave"
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source = "Race (Halfling)"
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class HalflingNimbleness(Feature):
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"""
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You can move through the space of any creature that is of a size larger than yours.
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"""
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name = "Halfling Nimbleness"
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source = "Race (Halfling)"
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class NaturallyStealthy(Feature):
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"""You can attempt to hide even when you are obscured only by a creature that
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is at least one size larger than you.
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"""
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name = "Naturally Stealthy"
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source = "Race (Lightfoot Halfling)"
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class StoutResilience(Feature):
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"""You have advantage on saving throws against poison, and you have resistance
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against poison damage.
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"""
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name = "Stout Resilience"
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source = "Race (Stout Halfling)"
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# Humans
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# Dragonborn
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class DraconicAncestry(Feature):
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"""You have draconic ancestry. Choose one type of dragon from the Draconic
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Ancestry table. Your breath weapon and damage resistance are determined by the
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dragon type.
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Dragon • Damage Type • Breath Weapon
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Black • Acid • 5 by 30 ft. line (DEX save)
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Blue • Lightning • 5 by 30 ft. line (DEX save)
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Brass • Fire • 5 by 30 ft. line (DEX save)
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Bronze • Lightning • 5 by 30 ft. line (DEX save)
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Copper • Acid • 5 by 30 ft. line (DEX save)
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Gold • Fire • 15 ft. cone (DEX save)
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Green • Poison • 15 ft. cone (CON save)
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Red • Fire • 15 ft. cone (DEX save)
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Silver • Cold • 15 ft. cone (CON save)
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White • White • 15 ft. cone (CON save)
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"""
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name = "Draconic Ancestry"
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source = "Race (Dragonborn)"
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class BreathWeapon(Feature):
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"""You can use your action to exhale destructive energy. Your draconic ancestry
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determines the size, shape, and damage type of the exhalation. When you use
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your breath weapon, each creature in the area of the exhalation must make a
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saving throw, the type of which is determined by your draconic
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ancestry. The DC for this saving throw equals 8 + your Constitution
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modifier + your proficiency bonus. A creature takes 2d6 damage on a failed
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save, and half as much damage on a successful one. The damage increases to
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3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use
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your breath weapon, you can't use it again until you complete a short or
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long rest. Damage
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"""
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name = "Breath Weapon"
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source = "Race (Dragonborn)"
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class DraconicResistance(Feature):
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"""You have resistance to the damage type associated with your draconic
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ancestry. Languages.
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"""
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name = "Damage Resistance"
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source = "Race (Dragonborn)"
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# Gnomes
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class GnomeCunning(Feature):
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"""You have advantage on all Intelligence, Wisdom, and Charisma saving throws
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against magic.
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"""
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name = "Gnome Cunning"
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source = "Race (Gnome)"
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class NaturalIllusionist(Feature):
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"""You know the minor illusion cantrip. Intelligence is your spellcasting
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ability for it.
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"""
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name = "Natural Illusionist"
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source = "Race (Forest Gnome)"
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class SpeakWithSmallBeasts(Feature):
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"""Through sounds and gestures, you can communicate simple ideas with Small or
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smaller beasts. Forest gnomes love animals and often keep squirrels,
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badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
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"""
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name = "Speak with Small Beasts"
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source = "Race (Forest Gnome)"
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class ArtificersLore(Feature):
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"""Whenever you make an Intelligence (History) check related to magic items,
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alchemical objects, or technological devices, you can add twice your
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proficiency bonus, instead of any proficiency bonus you normally
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apply. Tinker.
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"""
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name = "Artificer's Lore"
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source = "Race (Rock Gnome)"
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class Tinker(Feature):
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"""You have proficiency with artisan's tools (tinker's tools). Using those
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tools, you can spend 1 hour and 10 gp worth of materials to construct a
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Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24
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hours (unless you spend 1 hour repairing it to keep the device
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functioning), or when you use your action to dismantle it; at that time,
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you can reclaim the materials used to create it. You can have up to three
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such devices active at a time. When you create a device, choose one of the
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following options:
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*Clockwork Toy*: This toy is a clockwork animal, monster, or person, such as
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a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy
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moves 5 feet across the ground on each of your turns in a random
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direction. It makes noises as appropriate to the creature it represents.
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*Fire Starter*: The device produces a miniature flame, which you can use to
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light a candle, torch, or campfire. Using the device requires your action.
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*Music Box*: When opened, this music box plays a single song at a moderate
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volume. The box stops playing when it reaches the song's end or when
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"""
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class StoneCamouflage(Feature):
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"""
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You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
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"""
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name = "Stone Camouflage"
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source = "Race (Deep Gnome)"
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# Half-Elves
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# Half-Orcs
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class RelentlessEndurance(Feature):
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"""When you are reduced to 0 hit points but not killed outright, you can drop
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to 1 hit point instead. You can't use this feature again until you finish a
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long rest.
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"""
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name = "Relentless Endurance"
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source = "Race (Half-Orc)"
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class SavageAttacks(Feature):
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"""When you score a critical hit with a melee weapon attack, you can roll one
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of the weapon's damage dice one additional time and add it to the extra
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damage of the critical hit.
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"""
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name = "Savage Attacks"
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source = "Race (Half-Orc)"
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# Tiefling
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class HellishResistance(Feature):
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"""You have resistance to fire damage.
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"""
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name = "Hellish Resistance"
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source = "Race (Tiefling)"
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class InfernalLegacy(Feature):
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"""You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast
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the hellish rebuke spell once per day as a 2nd-level spell. Once you reach
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5th level, you can also cast the darkness spell once per day. Charisma is
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your spellcasting ability for these spells.
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"""
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name = "Infernal Legacy"
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source = "Race (Tiefling)"
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spells_known = spells_prepared = (spells.Thaumaturgy,)
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# Aasimar
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class CelestialResistance(Feature):
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"""
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You have resistance to necrotic damage and radiant damage.
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"""
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name = "Celestial Resistance"
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source = "Race (Aasimar)"
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class HealingHands(Feature):
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"""As an action, you can touch a creature and cause it to regain a number of
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hit points equal to your level. Once you use this trait, you can't use it
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again until you finish a long rest.
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"""
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name = "Healing Hands"
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source = "Race (Aasimar)"
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class LightBearer(Feature):
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"""You know the light cantrip. Charisma is your spellcasting ability for it.
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"""
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name = "Light Bearer"
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source = "Race (Aasimar)"
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class RadiantSoul(Feature):
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"""Starting at 3rd level, you can use your action to unleash the divine energy
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within yourself, causing your eyes to glimmer and two luminous, incor-
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poreal wings to sprout from your back.
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Your transformation lasts for 1 minute or until you end it as a bonus
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action. During it, you have a flying speed of 30 feet, and once on each of
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your turns, you can deal extra radiant damage to one target when you deal
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damage to it with an attack or a spell. The extra radiant damage equals
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your level.
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Once you use this trait, you can't use it again until you finish a long
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rest.
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"""
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name = "Radiant Soul"
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source = "Race (Protector Aasimar)"
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class RadiantConsumption(Feature):
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"""Starting at 3rd level, you can use your action to unleash the divine energy
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within yourself, causing a searing light to radiate from you, pour out of
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your eyes and mouth, and threaten to char you.
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Your transformation lasts for 1 minute or until you end ii as a bonus
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action. During it, you shed bright light in a 10-foot radius and dim light
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for an additional 10 feet,and at the end of each of your turns, you and
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each creature within 10 feet of you take radiant damage equal to half
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your level (rounded up). In addition, once on each of your turns, you can
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deal extra radiant damage to one target when you deal damage to it with an
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attack or a spell. The extra radiant damage equals your level.
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Once you use this trait, you can't use it again until you finish a long
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rest.
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"""
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name = "Radiant Consumption"
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source = "Race (Scourge Aasimar)"
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class NecroticShroud(Feature):
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"""Starting at 3rd level, you can use your action to unleash the divine energy
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within yourself, causing your eyes to turn into pools of darkness and two
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skeletal, ghostly, flightless wings to sprout from your back. The instant
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you transform, other creatures within 10 feet of you that can see you must
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each succeed on a Charisma saving throw (DC 8 + your proficiency bonus +
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your Charisma modifier) or become frightened of you until the end of your
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next turn.
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Your transformation lasts for 1 minute or until you end it as a bonus
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action. During it, once on each of your turns, you can deal extra ne-
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crotic damage to one target when you deal damage to it with an attack or a
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spell. The extra necrotic damage equals your level.
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Once you use this trait, you can't use it again until you finish a long
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rest.
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"""
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name = "Necrotic Shroud"
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source = "Race (Fallen Aasimar)"
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# Firbolg
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class FirbolgMagic(Feature):
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"""You can cast detect magic and disguise self with this trait, using Wisdom
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as your spellcasting ability for them. Once you cast either spell, you
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can't cast it again with this trait until you finish a short or long
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rest. When you use this version of disguise self, you can seem up to 3 feet
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shorter than normal, allowing you to more easily blend in with humans and
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elves.
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"""
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name = "Firbolg Magic"
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source = "Race (Firbolg)"
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class HiddenStep(Feature):
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"""As a bonus action, you can magically turn invisible until the start of your
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next turn or until you attack, make a damage roll, or force someone to make
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a saving throw. Once you use this trait, you can't use it again until you
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finish a short or long rest.
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"""
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name = "Hidden Step"
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source = "Race (Firbolg)"
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class SpeechOfBeastAndLeaf(Feature):
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"""You have the ability to communicate in a limited manner with beasts and
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plants. They can understand the meaning of your words, though you have no
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special ability to understand them in return. You have advantage on all
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Charisma checks you make to influence them.
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"""
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name = "Speech of Beast and Leaf"
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source = "Race (Firbolg)"
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# Goliath
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class StonesEndurance(Feature):
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"""You can focus yourself to occasionally shrug off injury. When you take
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damage, you can use your reaction to roll a dl2. Add your Constitution
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modifier to the number rolled, and reduce the damage by that total. After
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you use this trait, you can't use it again until you finish a short or long
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rest.
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"""
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name = "Stones Endurance"
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source = "Race (Goliath)"
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class MountainBorn(Feature):
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"""You're acclimated to high altitude, including elevations above 20,000
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feet. You're also naturally adapted to cold climates, as described in
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chapter 5 of the Dungeon Master's Guide.
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"""
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name = "Mountain Born"
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source = "Race (Goliath)"
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# Kenku
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class ExpertForgery(Feature):
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"""You can duplicate other creatures' handwriting and craftwork. You have
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advantage on all checks made to produce forgeries or duplicates of existing
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objects.
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"""
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name = "Expert Forgery"
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source = "Race (Kenku)"
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class Mimicry(Feature):
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"""You can mimic sounds you have heard, including voices. A creature that
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hears the sounds you make can tell they are imitations with a successful
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Wisdom (Insight) check opposed by your Charisma (Deception) check.
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"""
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name = "Mimicry"
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source = "Race (Kenku)"
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# Lizardfolk
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class CunningArtisan(Feature):
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"""As part of a short rest, you can harvest bone and hide from a slain
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beast, construct, dragon, monstrosity, or plant creature of size Small or
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larger to create one of the following items: a shield, a club, a javelin,
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or ld4 darts or blowgun needles. To use this trait, you need a blade, such
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as a dagger, or appropriate artisan's tools, such as leatherworker's
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tools.
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"""
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name = "Cunning Artisan"
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source = "Race (Lizardfolk)"
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class HoldBreath(Feature):
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"""
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You can hold your breath for up to 15 minutes at a time.
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"""
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name = "Hold Breath"
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source = "Race (Lizardfolk)"
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class NaturalArmor(Feature):
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"""You have tough, scaly skin. When you aren't wearing armor, your AC is 13 +
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your Dexterity modifier. You can use your natural armor to determine your
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AC if the armor you wear would leave you with a lower AC. A shield's
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benefits apply as normal while you use your natural armor.
|
|
|
|
"""
|
|
name = "Natural Armor"
|
|
source = "Race (Lizardfolk)"
|
|
|
|
def AC_func(self, char, **kwargs):
|
|
"""
|
|
Implement the Natural Armor AC option
|
|
"""
|
|
ac = 13 + char.dexterity.modifier
|
|
if ((char.shield is not None)):
|
|
ac += char.shield.base_armor_class
|
|
return ac
|
|
|
|
|
|
class HungryJaws(Feature):
|
|
"""In battle, you can throw yourself into a vicious feeding frenzy. As a bonus
|
|
action, you can make a special attack with your bite. If the attack hits,
|
|
it deals its normal damage, and you gain temporary hit points (minimum of
|
|
1) equal to your Constitution modifier, and you can't use this trait again
|
|
until you finish a short or long rest.
|
|
|
|
"""
|
|
name = "Hungry Jaws"
|
|
source = "Race (Lizardfolk)"
|
|
|
|
|
|
# Tabaxi
|
|
class FelineAgility(Feature):
|
|
"""Your reflexes and agility allow you to meve with a burst of speed. When you
|
|
move on your turn in combat, you can double your speed until the end of the
|
|
turn. Once you use this trait, you can't use it again until you move O feet
|
|
on one of your turns.
|
|
|
|
"""
|
|
name = "Feline Agility"
|
|
source = "Race (Tabaxi)"
|
|
|
|
|
|
# Triton
|
|
|
|
class ControlAirAndWater(Feature):
|
|
"""A child of the sea, you can call on the magic of elemental air and
|
|
water. You can cast fog cloud with this trait. Starting at 3rd level, you
|
|
can cast gust of wind with it, and starting at 5th level, you can also cast
|
|
wall of water with it (see the spell in the sidebar). Once you cast a spell
|
|
with this trait, you can't do so again until you finish a long
|
|
rest. Charisma is your spellcasting ability for these spells.
|
|
|
|
"""
|
|
name = "Control Air and Water"
|
|
source = "Race (Triton)"
|
|
|
|
|
|
class EmissaryOfTheSea(Feature):
|
|
"""Aquatic beasts have an extraordinary affinity with your people. You can
|
|
communicate simple ideas with beasts that can breathe water. They can
|
|
understand the meaning of your words, though you have no special ability to
|
|
understand them in return.
|
|
|
|
"""
|
|
name = "Emissary Of The Sea"
|
|
source = "Race (Triton)"
|
|
|
|
|
|
class GuardiansOfTheDepths(Feature):
|
|
"""Adapted to even the most extreme ocean depths, you have resistance to cold
|
|
damage, and you ignore any of the drawbacks caused by a deep, underwater
|
|
environment.
|
|
|
|
"""
|
|
name = "Guardians of the Depths"
|
|
source = "Race (Triton)"
|
|
|
|
|
|
# Aarakocra
|
|
|
|
# Genasi
|
|
class UnendingBreath(Feature):
|
|
"""You can hold your breath indefinitely while you're not incapacitated.
|
|
|
|
"""
|
|
name = "Unending Breath"
|
|
source = "Race (Air Genasi)"
|
|
|
|
|
|
class MingleWithTheWind(Feature):
|
|
"""You can cast the levitate spell once with this trait, requiring no material
|
|
components, and you regain the ability to cast it this way when you finish
|
|
a long rest. Constitution is your spellcasting ability for this spell.
|
|
|
|
"""
|
|
name = "Mingle with the Wind"
|
|
source = "Race (Air Genasi)"
|
|
|
|
|
|
class EarthWalk(Feature):
|
|
"""You can move across difficult terrain made of earth or stone without
|
|
expending extra movement.
|
|
|
|
"""
|
|
name = "Earth Walk"
|
|
source = "Race (Earth Genasi)"
|
|
|
|
|
|
class MergeWithStone(Feature):
|
|
"""You can cast the pass without trace spell once with this trait, requiring
|
|
no material components, and you regain the ability to cast it this way when
|
|
you finish a long rest. Constitution is your spellcasting ability for this
|
|
spell.
|
|
|
|
"""
|
|
name = "Merge with Stone"
|
|
source = "Race (Earth Genasi)"
|
|
|
|
|
|
class FireResistance(Feature):
|
|
"""
|
|
You have resistance to fire damage.
|
|
"""
|
|
name = "Fire Resistance"
|
|
source = "Race (Fire Genasi)"
|
|
|
|
|
|
class ReachToTheBlaze(Feature):
|
|
"""You know the produce flame cantrip. Once you reach 3rd level, you can cast
|
|
the burning hands spell once with this trait as a 1st-level spell, and you
|
|
regain the ability to cast it this way when you finish a long
|
|
rest. Constitution is your spellcasting ability for these spells.
|
|
|
|
"""
|
|
name = "Reach to the Blaze"
|
|
source = "Race (Fire Genasi)"
|
|
|
|
|
|
class AcidResistance(Feature):
|
|
"""
|
|
You have resistance to acid damage.
|
|
|
|
"""
|
|
name = "Acid Resistance"
|
|
source = "Race (Water Genasi)"
|
|
|
|
|
|
class CallToTheWave(Feature):
|
|
"""You know the shape water cantrip (see chapter 2 EEPC). When you reach 3rd level,
|
|
you can cast the create or destroy water spell as a 2nd-level spell once
|
|
with this trait, and you regain the ability to cast it this way when you
|
|
finish a long rest. Constitution is your spellcasting ability for these
|
|
spells.
|
|
|
|
"""
|
|
name = "Call to the Wave"
|
|
source = "Race (Water Genasi)"
|