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@ -1218,7 +1218,7 @@ Until the spell ends, you can take a Bonus Action to mentally command any creatu
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**Using a Higher-Level Spell Slot.** The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.
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**Using a Higher-Level Spell Slot.** The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.
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##### Animated Object **DONE**
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##### Animated Object
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*Huge or Smaller Construct, Unaligned*
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*Huge or Smaller Construct, Unaligned*
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@ -1413,7 +1413,7 @@ When the spell ends for a target who isn't dead, the target reappears in its bod
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You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table.
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You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table.
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##### Omens **DONE**
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##### Omens
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| Omen | For Results That Will Be … |
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| Omen | For Results That Will Be … |
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|:-----|:---------------------------|
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|:-----|:---------------------------|
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@ -1983,7 +1983,7 @@ You unleash a blast of cold air. Each creature in a 60-foot Cone originating fro
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Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
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Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
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| 1d10 | Behavior for the Turn | **DONE**
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| 1d10 | Behavior for the Turn |
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|:----:|:----------------------|
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|:----:|:----------------------|
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| 1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. |
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| 1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. |
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| 2-6 | The target doesn't move or take actions. |
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| 2-6 | The target doesn't move or take actions. |
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@ -2209,7 +2209,7 @@ When you cast the spell, you change the current weather conditions, which are de
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When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
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When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
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##### Precipitation **DONE**
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##### Precipitation
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| Stage | Condition |
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| Stage | Condition |
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|:-----:|:----------|
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|:-----:|:----------|
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@ -2318,7 +2318,7 @@ You pull wisps of shadow material from the Shadowfell to create an object within
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The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.
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The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.
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##### Materials **DONE**
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##### Materials
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| Material | Duration |
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| Material | Duration |
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|:---------|:---------|
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|:---------|:---------|
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@ -2684,7 +2684,7 @@ The target takes an extra 2d8 Radiant damage from the attack. The damage increas
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You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a *Wish* spell.
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You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a *Wish* spell.
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##### Divine Word Effects **DONE**
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##### Divine Word Effects
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| Hit Points | Effect |
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| Hit Points | Effect |
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|:----------:|:-------|
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|:----------:|:-------|
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| 0-20 | The target dies. |
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| 0-20 | The target dies. |
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@ -3139,7 +3139,7 @@ The steed resembles a Large, rideable animal of your choice, such as a horse, a
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**Using a Higher-Level Spell Slot.** Use the spell slot's level for the spell's level in the stat block.
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**Using a Higher-Level Spell Slot.** Use the spell slot's level for the spell's level in the stat block.
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##### Otherworldly Steed **DONE**
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##### Otherworldly Steed
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*Large Celestial, Fey, or Fiend (Your Choice), Neutral*
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*Large Celestial, Fey, or Fiend (Your Choice), Neutral*
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@ -3583,7 +3583,7 @@ The creature is an ally to you and your allies. In combat, the creature shares y
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**Using a Higher-Level Spell Slot.** Use the spell slot's level for the spell's level in the stat block.
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**Using a Higher-Level Spell Slot.** Use the spell slot's level for the spell's level in the stat block.
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##### Giant Insect **DONE**
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##### Giant Insect
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*Large Beast, Unaligned*
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*Large Beast, Unaligned*
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@ -5235,7 +5235,7 @@ You create a magical effect within range. Choose the effect from the options bel
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Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.
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Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.
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##### Prismatic Rays **DONE**
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##### Prismatic Rays
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| 1d8 | Ray |
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| 1d8 | Ray |
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|:---:|:----|
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|:---:|:----|
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@ -5267,7 +5267,7 @@ The wall consists of seven layers, each with a different color. When a creature
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The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.
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The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.
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##### Prismatic Layers **DONE**
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##### Prismatic Layers
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| Order | Effects |
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| Order | Effects |
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|:-----:|:--------|
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|:-----:|:--------|
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@ -5504,7 +5504,7 @@ You shoot a greenish ray at a creature within range. Make a ranged spell attack
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You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable species.
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You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable species.
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| 1d10 | Species | **DONE**
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| 1d10 | Species |
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|:----:|:--------|
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|:----:|:--------|
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| 1 | Roll again. |
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| 1 | Roll again. |
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| 2 | Dragonborn |
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| 2 | Dragonborn |
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@ -5683,7 +5683,7 @@ You hurl three fiery rays. You can hurl them at one target within range or at se
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You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.
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You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.
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| Your Knowledge of the Target Is … | Save Modifier | **DONE**
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| Your Knowledge of the Target Is … | Save Modifier |
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|:----------------------------------|:-------------:|
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|:----------------------------------|:-------------:|
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| Secondhand (heard of the target) | +5 |
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| Secondhand (heard of the target) | +5 |
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| Firsthand (met the target) | +0 |
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| Firsthand (met the target) | +0 |
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@ -6262,7 +6262,7 @@ The creature is an ally to you and your allies. In combat, the creature shares y
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**Using a Higher-Level Spell Slot.** Use the spell slot's level for the spell's level in the stat block.
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**Using a Higher-Level Spell Slot.** Use the spell slot's level for the spell's level in the stat block.
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##### Draconic Spirit **DONE**
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##### Draconic Spirit
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*Large Dragon, Neutral*
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*Large Dragon, Neutral*
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@ -6416,7 +6416,7 @@ This spell instantly transports you and up to eight willing creatures that you c
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The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.
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The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.
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##### Teleportation Outcome **DONE**
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##### Teleportation Outcome
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| Familiarity | Mishap | Similar Area | Off Target | On Target |
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| Familiarity | Mishap | Similar Area | Off Target | On Target |
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|:------------|:------:|:------------:|:----------:|:---------:|
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|:------------|:------:|:------------:|:----------:|:---------:|
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