rpg-engine 0.0.0-stage → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1886) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +99 -2
  3. package/dist/campaign/create-campaign.d.ts +6 -0
  4. package/dist/campaign/create-campaign.js +71 -0
  5. package/dist/campaign/find-campaign.d.ts +8 -0
  6. package/dist/campaign/find-campaign.js +28 -0
  7. package/dist/campaign/host-files.d.ts +16 -0
  8. package/dist/campaign/host-files.js +131 -0
  9. package/dist/campaign/index.d.ts +5 -0
  10. package/dist/campaign/index.js +6 -0
  11. package/dist/campaign/settings.d.ts +185 -0
  12. package/dist/campaign/settings.js +399 -0
  13. package/dist/campaign/state.d.ts +15 -0
  14. package/dist/campaign/state.js +52 -0
  15. package/dist/cli.d.ts +2 -0
  16. package/dist/cli.js +19 -0
  17. package/dist/command-line.d.ts +7 -0
  18. package/dist/command-line.js +140 -0
  19. package/dist/commands/advance.d.ts +7 -0
  20. package/dist/commands/advance.js +80 -0
  21. package/dist/commands/ask.d.ts +33 -0
  22. package/dist/commands/ask.js +280 -0
  23. package/dist/commands/change.d.ts +69 -0
  24. package/dist/commands/change.js +604 -0
  25. package/dist/commands/config.d.ts +59 -0
  26. package/dist/commands/config.js +512 -0
  27. package/dist/commands/effect-layer.d.ts +22 -0
  28. package/dist/commands/effect-layer.js +84 -0
  29. package/dist/commands/effect.d.ts +27 -0
  30. package/dist/commands/effect.js +369 -0
  31. package/dist/commands/find.d.ts +34 -0
  32. package/dist/commands/find.js +64 -0
  33. package/dist/commands/game-advance.d.ts +50 -0
  34. package/dist/commands/game-advance.js +103 -0
  35. package/dist/commands/game-effects.d.ts +68 -0
  36. package/dist/commands/game-effects.js +196 -0
  37. package/dist/commands/game-environment.d.ts +16 -0
  38. package/dist/commands/game-environment.js +24 -0
  39. package/dist/commands/game-events.d.ts +84 -0
  40. package/dist/commands/game-events.js +325 -0
  41. package/dist/commands/game-experience.d.ts +57 -0
  42. package/dist/commands/game-experience.js +119 -0
  43. package/dist/commands/game-grid-moves.d.ts +33 -0
  44. package/dist/commands/game-grid-moves.js +94 -0
  45. package/dist/commands/game-grids.d.ts +52 -0
  46. package/dist/commands/game-grids.js +162 -0
  47. package/dist/commands/game-here.d.ts +40 -0
  48. package/dist/commands/game-here.js +100 -0
  49. package/dist/commands/game-images.d.ts +31 -0
  50. package/dist/commands/game-images.js +87 -0
  51. package/dist/commands/game-journey.d.ts +62 -0
  52. package/dist/commands/game-journey.js +163 -0
  53. package/dist/commands/game-knowledge.d.ts +32 -0
  54. package/dist/commands/game-knowledge.js +120 -0
  55. package/dist/commands/game-maps.d.ts +20 -0
  56. package/dist/commands/game-maps.js +51 -0
  57. package/dist/commands/game-mode.d.ts +31 -0
  58. package/dist/commands/game-mode.js +128 -0
  59. package/dist/commands/game-money.d.ts +17 -0
  60. package/dist/commands/game-money.js +55 -0
  61. package/dist/commands/game-moods.d.ts +22 -0
  62. package/dist/commands/game-moods.js +32 -0
  63. package/dist/commands/game-moves.d.ts +14 -0
  64. package/dist/commands/game-moves.js +43 -0
  65. package/dist/commands/game-open.d.ts +18 -0
  66. package/dist/commands/game-open.js +47 -0
  67. package/dist/commands/game-outside.d.ts +14 -0
  68. package/dist/commands/game-outside.js +151 -0
  69. package/dist/commands/game-positions.d.ts +52 -0
  70. package/dist/commands/game-positions.js +244 -0
  71. package/dist/commands/game-quests.d.ts +46 -0
  72. package/dist/commands/game-quests.js +97 -0
  73. package/dist/commands/game-recipes.d.ts +34 -0
  74. package/dist/commands/game-recipes.js +109 -0
  75. package/dist/commands/game-reminders.d.ts +22 -0
  76. package/dist/commands/game-reminders.js +74 -0
  77. package/dist/commands/game-roads.d.ts +90 -0
  78. package/dist/commands/game-roads.js +284 -0
  79. package/dist/commands/game-rules.d.ts +17 -0
  80. package/dist/commands/game-rules.js +30 -0
  81. package/dist/commands/game-saves.d.ts +59 -0
  82. package/dist/commands/game-saves.js +249 -0
  83. package/dist/commands/game-scene.d.ts +69 -0
  84. package/dist/commands/game-scene.js +285 -0
  85. package/dist/commands/game-thresholds.d.ts +13 -0
  86. package/dist/commands/game-thresholds.js +41 -0
  87. package/dist/commands/game-time.d.ts +17 -0
  88. package/dist/commands/game-time.js +42 -0
  89. package/dist/commands/game-view-journal.d.ts +145 -0
  90. package/dist/commands/game-view-journal.js +129 -0
  91. package/dist/commands/game-view-map.d.ts +78 -0
  92. package/dist/commands/game-view-map.js +266 -0
  93. package/dist/commands/game-view-place.d.ts +160 -0
  94. package/dist/commands/game-view-place.js +388 -0
  95. package/dist/commands/game-world.d.ts +60 -0
  96. package/dist/commands/game-world.js +204 -0
  97. package/dist/commands/image.d.ts +19 -0
  98. package/dist/commands/image.js +185 -0
  99. package/dist/commands/index.d.ts +3 -0
  100. package/dist/commands/index.js +57 -0
  101. package/dist/commands/init.d.ts +23 -0
  102. package/dist/commands/init.js +44 -0
  103. package/dist/commands/install.d.ts +23 -0
  104. package/dist/commands/install.js +68 -0
  105. package/dist/commands/instructions.d.ts +4 -0
  106. package/dist/commands/instructions.js +97 -0
  107. package/dist/commands/mode.d.ts +23 -0
  108. package/dist/commands/mode.js +84 -0
  109. package/dist/commands/mood.d.ts +34 -0
  110. package/dist/commands/mood.js +113 -0
  111. package/dist/commands/move.d.ts +34 -0
  112. package/dist/commands/move.js +274 -0
  113. package/dist/commands/notes.d.ts +10 -0
  114. package/dist/commands/notes.js +37 -0
  115. package/dist/commands/page-counters.d.ts +24 -0
  116. package/dist/commands/page-counters.js +84 -0
  117. package/dist/commands/parts.d.ts +16 -0
  118. package/dist/commands/parts.js +49 -0
  119. package/dist/commands/problems.d.ts +5 -0
  120. package/dist/commands/problems.js +47 -0
  121. package/dist/commands/progression.d.ts +68 -0
  122. package/dist/commands/progression.js +206 -0
  123. package/dist/commands/rename.d.ts +16 -0
  124. package/dist/commands/rename.js +116 -0
  125. package/dist/commands/reveal.d.ts +25 -0
  126. package/dist/commands/reveal.js +193 -0
  127. package/dist/commands/roll.d.ts +56 -0
  128. package/dist/commands/roll.js +302 -0
  129. package/dist/commands/route.d.ts +19 -0
  130. package/dist/commands/route.js +110 -0
  131. package/dist/commands/rules.d.ts +48 -0
  132. package/dist/commands/rules.js +194 -0
  133. package/dist/commands/save.d.ts +68 -0
  134. package/dist/commands/save.js +141 -0
  135. package/dist/commands/scene.d.ts +105 -0
  136. package/dist/commands/scene.js +741 -0
  137. package/dist/commands/sheet.d.ts +136 -0
  138. package/dist/commands/sheet.js +445 -0
  139. package/dist/commands/show.d.ts +76 -0
  140. package/dist/commands/show.js +216 -0
  141. package/dist/commands/status.d.ts +54 -0
  142. package/dist/commands/status.js +291 -0
  143. package/dist/commands/translate.d.ts +23 -0
  144. package/dist/commands/translate.js +108 -0
  145. package/dist/commands/travel.d.ts +47 -0
  146. package/dist/commands/travel.js +457 -0
  147. package/dist/commands/validate.d.ts +4 -0
  148. package/dist/commands/validate.js +25 -0
  149. package/dist/commands/view.d.ts +272 -0
  150. package/dist/commands/view.js +623 -0
  151. package/dist/commands/worked-out.d.ts +116 -0
  152. package/dist/commands/worked-out.js +704 -0
  153. package/dist/commands/write.d.ts +51 -0
  154. package/dist/commands/write.js +1017 -0
  155. package/dist/core/command-reference.d.ts +6 -0
  156. package/dist/core/command-reference.js +47 -0
  157. package/dist/core/context.d.ts +140 -0
  158. package/dist/core/context.js +28 -0
  159. package/dist/core/field-kind.d.ts +6 -0
  160. package/dist/core/field-kind.js +5 -0
  161. package/dist/core/files.d.ts +4 -0
  162. package/dist/core/files.js +30 -0
  163. package/dist/core/formula.d.ts +164 -0
  164. package/dist/core/formula.js +590 -0
  165. package/dist/core/frozen.d.ts +2 -0
  166. package/dist/core/frozen.js +11 -0
  167. package/dist/core/length.d.ts +27 -0
  168. package/dist/core/length.js +49 -0
  169. package/dist/core/log.d.ts +27 -0
  170. package/dist/core/log.js +38 -0
  171. package/dist/core/memo.d.ts +2 -0
  172. package/dist/core/memo.js +17 -0
  173. package/dist/core/mood.d.ts +6 -0
  174. package/dist/core/mood.js +11 -0
  175. package/dist/core/problem.d.ts +6 -0
  176. package/dist/core/problem.js +1 -0
  177. package/dist/core/progression-rule.d.ts +21 -0
  178. package/dist/core/progression-rule.js +2 -0
  179. package/dist/core/registry.d.ts +31 -0
  180. package/dist/core/registry.js +25 -0
  181. package/dist/core/session-store.d.ts +90 -0
  182. package/dist/core/session-store.js +289 -0
  183. package/dist/core/store.d.ts +83 -0
  184. package/dist/core/store.js +224 -0
  185. package/dist/core/text.d.ts +12 -0
  186. package/dist/core/text.js +32 -0
  187. package/dist/core/version.d.ts +2 -0
  188. package/dist/core/version.js +6 -0
  189. package/dist/core/yaml-file.d.ts +10 -0
  190. package/dist/core/yaml-file.js +42 -0
  191. package/dist/counters/counter.d.ts +36 -0
  192. package/dist/counters/counter.js +59 -0
  193. package/dist/counters/index.d.ts +1 -0
  194. package/dist/counters/index.js +2 -0
  195. package/dist/dashboard/address.js +43 -0
  196. package/dist/dashboard/api.js +185 -0
  197. package/dist/dashboard/app.js +217 -0
  198. package/dist/dashboard/asked.js +132 -0
  199. package/dist/dashboard/assets/dice/dice-sharp.glb +0 -0
  200. package/dist/dashboard/assets/dice/dice.glb +0 -0
  201. package/dist/dashboard/assets/dice/dice.json +1 -0
  202. package/dist/dashboard/assets/dice/textures/ash.jpg +0 -0
  203. package/dist/dashboard/assets/dice/textures/granite.jpg +0 -0
  204. package/dist/dashboard/assets/dice/textures/marble.jpg +0 -0
  205. package/dist/dashboard/assets/dice/textures/onyx.jpg +0 -0
  206. package/dist/dashboard/assets/dice/textures/walnut.jpg +0 -0
  207. package/dist/dashboard/assets/favicon.svg +7 -0
  208. package/dist/dashboard/assets/icon-180.png +0 -0
  209. package/dist/dashboard/assets/icon-32.png +0 -0
  210. package/dist/dashboard/assets/master.svg +71 -0
  211. package/dist/dashboard/assets/sounds/dice-collision.wav +0 -0
  212. package/dist/dashboard/assets/sounds/dice-touch.wav +0 -0
  213. package/dist/dashboard/card.js +61 -0
  214. package/dist/dashboard/columns.js +37 -0
  215. package/dist/dashboard/combat.js +72 -0
  216. package/dist/dashboard/data.js +3 -0
  217. package/dist/dashboard/dice/burn.js +200 -0
  218. package/dist/dashboard/dice/celebration.js +199 -0
  219. package/dist/dashboard/dice/floor-cracks.js +149 -0
  220. package/dist/dashboard/dice/frost.js +51 -0
  221. package/dist/dashboard/dice/load.js +66 -0
  222. package/dist/dashboard/dice/models.js +138 -0
  223. package/dist/dashboard/dice/pool.js +49 -0
  224. package/dist/dashboard/dice/roller.js +101 -0
  225. package/dist/dashboard/dice/sets.js +49 -0
  226. package/dist/dashboard/dice/sounds.js +102 -0
  227. package/dist/dashboard/dice/stage.js +355 -0
  228. package/dist/dashboard/dice/throw.js +242 -0
  229. package/dist/dashboard/dice/tray.js +365 -0
  230. package/dist/dashboard/faces.js +16 -0
  231. package/dist/dashboard/footer.js +17 -0
  232. package/dist/dashboard/free-rolls.js +41 -0
  233. package/dist/dashboard/game-words.js +164 -0
  234. package/dist/dashboard/glass.js +12 -0
  235. package/dist/dashboard/guide/ar.md +306 -0
  236. package/dist/dashboard/guide/cs.md +306 -0
  237. package/dist/dashboard/guide/da.md +306 -0
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  242. package/dist/dashboard/guide/fi.md +306 -0
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  247. package/dist/dashboard/guide/is.md +306 -0
  248. package/dist/dashboard/guide/it.md +306 -0
  249. package/dist/dashboard/guide/ja.md +306 -0
  250. package/dist/dashboard/guide/ko.md +306 -0
  251. package/dist/dashboard/guide/nb.md +306 -0
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  255. package/dist/dashboard/guide/ro.md +306 -0
  256. package/dist/dashboard/guide/ru.md +306 -0
  257. package/dist/dashboard/guide/sv.md +306 -0
  258. package/dist/dashboard/guide/tr.md +306 -0
  259. package/dist/dashboard/guide/uk.md +306 -0
  260. package/dist/dashboard/guide/zh.md +306 -0
  261. package/dist/dashboard/guide-blocks.js +72 -0
  262. package/dist/dashboard/guide-markdown.js +63 -0
  263. package/dist/dashboard/help.js +92 -0
  264. package/dist/dashboard/i18n/ar.json +670 -0
  265. package/dist/dashboard/i18n/cs.json +670 -0
  266. package/dist/dashboard/i18n/da.json +670 -0
  267. package/dist/dashboard/i18n/de.json +670 -0
  268. package/dist/dashboard/i18n/el.json +670 -0
  269. package/dist/dashboard/i18n/es.json +670 -0
  270. package/dist/dashboard/i18n/fi.json +670 -0
  271. package/dist/dashboard/i18n/fr.json +670 -0
  272. package/dist/dashboard/i18n/he.json +670 -0
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  278. package/dist/dashboard/i18n/ko.json +670 -0
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  283. package/dist/dashboard/i18n/ro.json +670 -0
  284. package/dist/dashboard/i18n/ru.json +670 -0
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  288. package/dist/dashboard/i18n/zh.json +670 -0
  289. package/dist/dashboard/icons.js +123 -0
  290. package/dist/dashboard/journal.js +188 -0
  291. package/dist/dashboard/labels.js +226 -0
  292. package/dist/dashboard/language-choice.js +83 -0
  293. package/dist/dashboard/languages.js +144 -0
  294. package/dist/dashboard/layout.js +93 -0
  295. package/dist/dashboard/map-sheet.js +32 -0
  296. package/dist/dashboard/map-symbols.js +79 -0
  297. package/dist/dashboard/markdown.js +72 -0
  298. package/dist/dashboard/master.js +69 -0
  299. package/dist/dashboard/mood-faces.js +16 -0
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  301. package/dist/dashboard/notes.js +203 -0
  302. package/dist/dashboard/notices.js +24 -0
  303. package/dist/dashboard/pages.js +32 -0
  304. package/dist/dashboard/party.js +65 -0
  305. package/dist/dashboard/place-map-view.js +362 -0
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  308. package/dist/dashboard/reactions.js +28 -0
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  310. package/dist/dashboard/rolls.js +240 -0
  311. package/dist/dashboard/saves.js +154 -0
  312. package/dist/dashboard/scene.js +63 -0
  313. package/dist/dashboard/settings.js +362 -0
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  317. package/dist/dashboard/story.js +51 -0
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  322. package/dist/dashboard/widgets.js +69 -0
  323. package/dist/dashboard/world-map.js +523 -0
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  325. package/dist/dashboard-server.d.ts +38 -0
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  367. package/dist/mcp-server.d.ts +22 -0
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  369. package/dist/money/index.d.ts +1 -0
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@@ -0,0 +1,18 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 5
4
+ school: illusion
5
+ casting-time: 1 minute
6
+ range: Special
7
+ components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
8
+ duration: 8 hours
9
+ spell-lists: [Bard, Warlock, Wizard]
10
+ ---
11
+
12
+ This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.
13
+
14
+ If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.
15
+
16
+ You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
17
+
18
+ If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
@@ -0,0 +1,140 @@
1
+ ---
2
+ category: spell list
3
+ ---
4
+
5
+ The druid's spells, by level.
6
+
7
+ ## Cantrips (0 Level)
8
+
9
+ - [[Druidcraft]]
10
+ - [[Guidance]]
11
+ - [[Mending]]
12
+ - [[Poison Spray]]
13
+ - [[Produce Flame]]
14
+ - [[Resistance]]
15
+ - [[Shillelagh]]
16
+
17
+ ## 1st Level
18
+
19
+ - [[Animal Friendship]]
20
+ - [[Charm Person]]
21
+ - [[Create or Destroy Water]]
22
+ - [[Cure Wounds]]
23
+ - [[Detect Magic]]
24
+ - [[Detect Poison and Disease]]
25
+ - [[Entangle]]
26
+ - [[Faerie Fire]]
27
+ - [[Fog Cloud]]
28
+ - [[Goodberry]]
29
+ - [[Healing Word]]
30
+ - [[Jump]]
31
+ - [[Longstrider]]
32
+ - [[Purify Food and Drink]]
33
+ - [[Speak with Animals]]
34
+ - [[Thunderwave]]
35
+
36
+ ## 2nd Level
37
+
38
+ - [[Animal Messenger]]
39
+ - [[Barkskin]]
40
+ - [[Darkvision]]
41
+ - [[Enhance Ability]]
42
+ - [[Find Traps]]
43
+ - [[Flame Blade]]
44
+ - [[Flaming Sphere]]
45
+ - [[Gust of Wind]]
46
+ - [[Heat Metal]]
47
+ - [[Hold Person]]
48
+ - [[Lesser Restoration]]
49
+ - [[Locate Animals or Plants]]
50
+ - [[Locate Object]]
51
+ - [[Moonbeam]]
52
+ - [[Pass without Trace]]
53
+ - [[Protection from Poison]]
54
+ - [[Spike Growth]]
55
+
56
+ ## 3rd Level
57
+
58
+ - [[Call Lightning]]
59
+ - [[Conjure Animals]]
60
+ - [[Daylight]]
61
+ - [[Dispel Magic]]
62
+ - [[Meld into Stone]]
63
+ - [[Plant Growth]]
64
+ - [[Protection from Energy]]
65
+ - [[Sleet Storm]]
66
+ - [[Speak with Plants]]
67
+ - [[Water Breathing]]
68
+ - [[Water Walk]]
69
+ - [[Wind Wall]]
70
+
71
+ ## 4th Level
72
+
73
+ - [[Blight]]
74
+ - [[Confusion]]
75
+ - [[Conjure Minor Elementals]]
76
+ - [[Conjure Woodland Beings]]
77
+ - [[Control Water]]
78
+ - [[Dominate Beast]]
79
+ - [[Freedom of Movement]]
80
+ - [[Giant Insect]]
81
+ - [[Hallucinatory Terrain]]
82
+ - [[Ice Storm]]
83
+ - [[Locate Creature]]
84
+ - [[Polymorph]]
85
+ - [[Stone Shape]]
86
+ - [[Stoneskin]]
87
+ - [[Wall of Fire]]
88
+
89
+ ## 5th Level
90
+
91
+ - [[Antilife Shell]]
92
+ - [[Awaken]]
93
+ - [[Commune with Nature]]
94
+ - [[Conjure Elemental]]
95
+ - [[Contagion]]
96
+ - [[Geas]]
97
+ - [[Greater Restoration]]
98
+ - [[Insect Plague]]
99
+ - [[Mass Cure Wounds]]
100
+ - [[Planar Binding]]
101
+ - [[Reincarnate]]
102
+ - [[Scrying]]
103
+ - [[Tree Stride]]
104
+ - [[Wall of Stone]]
105
+
106
+ ## 6th Level
107
+
108
+ - [[Conjure Fey]]
109
+ - [[Find the Path]]
110
+ - [[Heal]]
111
+ - [[Heroes' Feast]]
112
+ - [[Move Earth]]
113
+ - [[Sunbeam]]
114
+ - [[Transport via Plants]]
115
+ - [[Wall of Thorns]]
116
+ - [[Wind Walk]]
117
+
118
+ ## 7th Level
119
+
120
+ - [[Fire Storm]]
121
+ - [[Mirage Arcane]]
122
+ - [[Plane Shift]]
123
+ - [[Regenerate]]
124
+ - [[Reverse Gravity]]
125
+
126
+ ## 8th Level
127
+
128
+ - [[Animal Shapes]]
129
+ - [[Antipathy-Sympathy]]
130
+ - [[Control Weather]]
131
+ - [[Earthquake]]
132
+ - [[Feeblemind]]
133
+ - [[Sunburst]]
134
+
135
+ ## 9th Level
136
+
137
+ - [[Foresight]]
138
+ - [[Shapechange]]
139
+ - [[Storm of Vengeance]]
140
+ - [[True Resurrection]]
@@ -0,0 +1,146 @@
1
+ ---
2
+ category: class
3
+ spellcasting: full
4
+ spell-save-dc: "8 + proficiency + wis-mod + bonus-spell-dc"
5
+ spell-attack: "proficiency + wis-mod + bonus-spell-attack"
6
+ max-prepared: "max(1, wis-mod + item(classes, Druid))"
7
+ hit-die: d8
8
+ save-proficiencies: [int, wis]
9
+ armor-proficiencies: [light armor, medium armor, shields]
10
+ weapon-proficiencies: [clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears]
11
+ tool-proficiencies: [herbalism kit]
12
+ ---
13
+
14
+ **The Druid**
15
+
16
+ | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
17
+ |---|---|---|---|---|---|---|---|---|---|---|---|---|
18
+ | 1st | +2 | Druidic, Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — |
19
+ | 2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | — | — | — | — | — | — | — | — |
20
+ | 3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — |
21
+ | 4th | +2 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
22
+ | 5th | +3 | — | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
23
+ | 6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
24
+ | 7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
25
+ | 8th | +3 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
26
+ | 9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
27
+ | 10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
28
+ | 11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
29
+ | 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
30
+ | 13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
31
+ | 14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
32
+ | 15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
33
+ | 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
34
+ | 17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
35
+ | 18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
36
+ | 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
37
+ | 20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
38
+
39
+ ## Class Features
40
+ As a druid, you gain the following class features.
41
+
42
+ ### Hit Points
43
+ **Hit Dice:** 1d8 per druid level
44
+
45
+ **Hit Points at 1st Level:** 8 + your Constitution modifier
46
+
47
+ **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st
48
+
49
+ ### Proficiencies
50
+ **Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
51
+
52
+ **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
53
+
54
+ **Tools:** Herbalism kit
55
+
56
+ **Saving Throws:** Intelligence, Wisdom
57
+
58
+ **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
59
+
60
+ ### Equipment
61
+ You start with the following equipment, in addition to the equipment granted by your background:
62
+
63
+ - (*a*) a wooden shield or (*b*) any simple weapon
64
+ - (*a*) a scimitar or (*b*) any simple melee weapon
65
+ - Leather armor, an explorer's pack, and a druidic focus
66
+
67
+ ### Druidic
68
+ You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
69
+
70
+ ### Spellcasting
71
+ Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
72
+
73
+ #### Cantrips
74
+ At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
75
+
76
+ #### Preparing and Casting Spells
77
+ The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
78
+
79
+ You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
80
+
81
+ For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
82
+
83
+ You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
84
+
85
+ #### Spellcasting Ability
86
+ Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
87
+
88
+ **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
89
+
90
+ **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
91
+
92
+ #### Ritual Casting
93
+ You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
94
+
95
+ #### Spellcasting Focus
96
+ You can use a druidic focus (see "Equipment") as a spellcasting focus for your druid spells.
97
+
98
+ ### Wild Shape
99
+ Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
100
+
101
+ Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
102
+
103
+ **Beast Shapes**
104
+
105
+ | Level | Max. CR | Limitations | Example |
106
+ |---|---|---|---|
107
+ | 2nd | 1/4 | No flying or swimming speed | Wolf |
108
+ | 4th | 1/2 | No flying speed | Crocodile |
109
+ | 8th | 1 | — | Giant eagle |
110
+
111
+ You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
112
+
113
+ While you are transformed, the following rules apply:
114
+
115
+ - Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
116
+ - When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
117
+ - You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as *call lightning*, that you've already cast.
118
+ - You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
119
+ - You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
120
+
121
+ ### Druid Circle
122
+ At 2nd level, you choose to identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
123
+
124
+ ### Ability Score Improvement
125
+ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
126
+
127
+ ### Timeless Body
128
+ Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
129
+
130
+ ### Beast Spells
131
+ Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
132
+
133
+ ### Archdruid
134
+ At 20th level, you can use your Wild Shape an unlimited number of times.
135
+
136
+ Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
137
+
138
+ ## Sacred Plants and Wood
139
+ A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
140
+
141
+ Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
142
+
143
+ Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
144
+
145
+ ## Druids and the Gods
146
+ Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix PH-B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.
@@ -0,0 +1,17 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 0
4
+ school: transmutation
5
+ casting-time: 1 action
6
+ range: 30 feet
7
+ components: V, S
8
+ duration: Instantaneous
9
+ spell-lists: [Druid]
10
+ ---
11
+
12
+ Whispering to the spirits of nature, you create one of the following effects within range:
13
+
14
+ - You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
15
+ - You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
16
+ - You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
17
+ - You instantly light or snuff out a candle, a torch, or a small campfire.
@@ -0,0 +1,25 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 8
4
+ school: evocation
5
+ casting-time: 1 action
6
+ range: 500 feet
7
+ components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
8
+ duration: Concentration, up to 1 minute
9
+ concentration: true
10
+ spell-lists: [Cleric, Druid, Sorcerer]
11
+ ---
12
+
13
+ You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
14
+
15
+ The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
16
+
17
+ When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
18
+
19
+ This spell can have additional effects depending on the terrain in the area, as determined by the GM.
20
+
21
+ ***Fissures.*** Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
22
+
23
+ A fissure that opens beneath a structure causes it to automatically collapse (see below).
24
+
25
+ ***Structures.*** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
@@ -0,0 +1,14 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 0
4
+ school: evocation
5
+ casting-time: 1 action
6
+ range: 120 feet
7
+ components: V, S
8
+ duration: Instantaneous
9
+ spell-lists: [Warlock]
10
+ ---
11
+
12
+ A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
13
+
14
+ The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
@@ -0,0 +1,27 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 2
4
+ school: transmutation
5
+ casting-time: 1 action
6
+ range: Touch
7
+ components: V, S, M (fur or a feather from a beast)
8
+ duration: Concentration, up to 1 hour
9
+ concentration: true
10
+ spell-lists: [Bard, Cleric, Druid, Sorcerer]
11
+ ---
12
+
13
+ You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
14
+
15
+ ***Bear’s Endurance.*** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
16
+
17
+ ***Bull’s Strength.*** The target has advantage on Strength checks, and his or her carrying capacity doubles.
18
+
19
+ ***Cat’s Grace.*** The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
20
+
21
+ ***Eagle’s Splendor.*** The target has advantage on Charisma checks.
22
+
23
+ ***Fox’s Cunning.*** The target has advantage on Intelligence checks.
24
+
25
+ ***Owl’s Wisdom.*** The target has advantage on Wisdom checks.
26
+
27
+ ***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.
@@ -0,0 +1,20 @@
1
+ ---
2
+ aliases: [Enlarge/Reduce]
3
+ category: spell
4
+ spell-level: 2
5
+ school: transmutation
6
+ casting-time: 1 action
7
+ range: 30 feet
8
+ components: V, S, M (a pinch of powdered iron)
9
+ duration: Concentration, up to 1 minute
10
+ concentration: true
11
+ spell-lists: [Sorcerer, Wizard]
12
+ ---
13
+
14
+ You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
15
+
16
+ If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
17
+
18
+ ***Enlarge.*** The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.
19
+
20
+ ***Reduce.*** The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
@@ -0,0 +1,17 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: conjuration
5
+ casting-time: 1 action
6
+ range: 90 feet
7
+ components: V, S
8
+ duration: Concentration, up to 1 minute
9
+ concentration: true
10
+ spell-lists: [Druid]
11
+ ---
12
+
13
+ Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
14
+
15
+ A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
16
+
17
+ When the spell ends, the conjured plants wilt away.
@@ -0,0 +1,12 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 2
4
+ school: enchantment
5
+ casting-time: 1 action
6
+ range: 60 feet
7
+ components: V, S
8
+ duration: 1 minute
9
+ spell-lists: [Bard, Warlock]
10
+ ---
11
+
12
+ You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
@@ -0,0 +1,22 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 7
4
+ school: transmutation
5
+ casting-time: 1 action
6
+ range: Self
7
+ components: V, S
8
+ duration: Up to 8 hours
9
+ spell-lists: [Bard, Cleric, Sorcerer, Warlock, Wizard]
10
+ ---
11
+
12
+ You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.
13
+
14
+ While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.
15
+
16
+ You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
17
+
18
+ When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
19
+
20
+ This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
21
+
22
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
@@ -0,0 +1,13 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: transmutation
5
+ casting-time: 1 bonus action
6
+ range: Self
7
+ components: V, S
8
+ duration: Concentration, up to 10 minutes
9
+ concentration: true
10
+ spell-lists: [Sorcerer, Warlock, Wizard]
11
+ ---
12
+
13
+ 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.
@@ -0,0 +1,19 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 6
4
+ school: necromancy
5
+ casting-time: 1 action
6
+ range: Self
7
+ components: V, S
8
+ duration: Concentration, up to 1 minute
9
+ concentration: true
10
+ spell-lists: [Bard, Sorcerer, Warlock, Wizard]
11
+ ---
12
+
13
+ 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.
14
+
15
+ ***Asleep.*** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
16
+
17
+ ***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.
18
+
19
+ ***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.
@@ -0,0 +1,16 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 4
4
+ school: transmutation
5
+ casting-time: 10 minutes
6
+ range: 120 feet
7
+ components: V, S
8
+ duration: Instantaneous
9
+ spell-lists: [Wizard]
10
+ ---
11
+
12
+ You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
13
+
14
+ Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
15
+
16
+ Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
@@ -0,0 +1,15 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: evocation
5
+ casting-time: 1 action
6
+ range: 60 feet
7
+ components: V
8
+ duration: Concentration, up to 1 minute
9
+ concentration: true
10
+ spell-lists: [Bard, Druid]
11
+ ---
12
+
13
+ Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
14
+
15
+ Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
@@ -0,0 +1,16 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 4
4
+ school: conjuration
5
+ casting-time: 1 action
6
+ range: 30 feet
7
+ components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
8
+ duration: 8 hours
9
+ spell-lists: [Wizard]
10
+ ---
11
+
12
+ You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
13
+
14
+ The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
15
+
16
+ At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
@@ -0,0 +1,14 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: necromancy
5
+ casting-time: 1 action
6
+ range: Self
7
+ components: V, S, M (a small amount of alcohol or distilled spirits)
8
+ duration: 1 hour
9
+ spell-lists: [Sorcerer, Wizard]
10
+ ---
11
+
12
+ Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
13
+
14
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
@@ -0,0 +1,15 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 3
4
+ school: illusion
5
+ casting-time: 1 action
6
+ range: Self (30-foot cone)
7
+ components: V, S, M (a white feather or the heart of a hen)
8
+ duration: Concentration, up to 1 minute
9
+ concentration: true
10
+ spell-lists: [Bard, Sorcerer, Warlock, Wizard]
11
+ ---
12
+
13
+ You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
14
+
15
+ While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
@@ -0,0 +1,12 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 1
4
+ school: transmutation
5
+ casting-time: 1 reaction, which you take when you or a creature within 60 feet of you falls
6
+ range: 60 feet
7
+ components: V, M (a small feather or piece of down)
8
+ duration: 1 minute
9
+ spell-lists: [Bard, Sorcerer, Wizard]
10
+ ---
11
+
12
+ Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
@@ -0,0 +1,18 @@
1
+ ---
2
+ category: spell
3
+ spell-level: 8
4
+ school: enchantment
5
+ casting-time: 1 action
6
+ range: 150 feet
7
+ components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
8
+ duration: Instantaneous
9
+ spell-lists: [Bard, Druid, Warlock, Wizard]
10
+ ---
11
+
12
+ You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
13
+
14
+ On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
15
+
16
+ At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
17
+
18
+ The spell can also be ended by greater restoration, heal, or wish.