mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-06-03 19:38:30 +02:00
Removed non utf-8 characters
This commit is contained in:
@@ -35,7 +35,7 @@ class FalseIdentity(Feature):
|
||||
|
||||
class CriminalContact(Feature):
|
||||
"""You have a reliable and trustworthy contact who acts as your liaison to a
|
||||
network o f other criminals. You know how to get messages to and from your
|
||||
network of other criminals. You know how to get messages to and from your
|
||||
contact, even over great distances; specifically, you know the local
|
||||
messengers, corrupt caravan masters, and seedy sailors who can deliver
|
||||
messages for you.
|
||||
@@ -47,7 +47,7 @@ class CriminalContact(Feature):
|
||||
|
||||
class ByPopularDemand(Feature):
|
||||
"""You can always find a place to perform, usually in an inn or tavern but
|
||||
possibly with a circus, at a theater, or even in a noble’s court. At such a
|
||||
possibly with a circus, at a theater, or even in a noble's court. At such a
|
||||
place, you receive free lodging and food of a modest or comfortable
|
||||
standard (depending on the quality of the establishment), as long as you
|
||||
perform each night. In addition, your performance makes you something of a
|
||||
@@ -84,10 +84,10 @@ class GuildMembership(Feature):
|
||||
innocence or the crime is justifiable. You can also gain access to powerful
|
||||
political figures through the guild, if you are a member in good
|
||||
standing. Such connections might require the donation of money or magic
|
||||
items to the guild’s coffers.
|
||||
items to the guild's coffers.
|
||||
|
||||
You must pay dues of 5 gp per month to the guild. If you miss payments, you
|
||||
must make up back dues to remain in the guild’s good graces.
|
||||
must make up back dues to remain in the guild's good graces.
|
||||
|
||||
"""
|
||||
name = "Guild Membership"
|
||||
@@ -155,8 +155,8 @@ class ShipsPassage(Feature):
|
||||
"""When you need to, you can secure free passage on a sailing ship for
|
||||
yourself and your adventuring companions. You might sail on the ship you
|
||||
served on, or another ship you have good relations with (perhaps one
|
||||
captained by a former crewmate). Because you’re calling in a favor, you
|
||||
can’t be certain of a schedule or route that will meet your every
|
||||
captained by a former crewmate). Because you're calling in a favor, you
|
||||
can't be certain of a schedule or route that will meet your every
|
||||
need. Your Dungeon Master will determine how long it takes to get where you
|
||||
need to go. In return for your free passage, you and your companions are
|
||||
expected to assist the crew during the voyage
|
||||
|
||||
@@ -6,7 +6,7 @@ from .. import (weapons, armor)
|
||||
class Rage(Feature):
|
||||
"""In battle, you fight with primal ferocity. On your turn, you can enter a
|
||||
rage as a bonus action. While raging, you gain the following benefits if
|
||||
you aren’t wearing heavy armor:
|
||||
you aren't wearing heavy armor:
|
||||
|
||||
--You have advantage on Strength checks and
|
||||
Strength saving throws.
|
||||
@@ -19,9 +19,9 @@ class Rage(Feature):
|
||||
--You have resistance to bludgeoning, piercing, and slashing
|
||||
damage.
|
||||
|
||||
If you are able to cast spells, you can’t cast them or concentrate on them
|
||||
If you are able to cast spells, you can't cast them or concentrate on them
|
||||
while raging. Your rage lasts for 1 minute. It ends early if you are
|
||||
knocked unconscious or if your turn ends and you haven’t attacked a hostile
|
||||
knocked unconscious or if your turn ends and you haven't attacked a hostile
|
||||
creature since your last turn or taken damage since then. You can also end
|
||||
your rage on your turn as a bonus action. Once you have raged the number of
|
||||
times shown for your barbarian level in the Rages column of the Barbarian
|
||||
@@ -78,10 +78,10 @@ class RecklessAttack(Feature):
|
||||
|
||||
|
||||
class DangerSense(Feature):
|
||||
"""At 2nd level, you gain an uncanny sense of when things nearby aren’t as
|
||||
"""At 2nd level, you gain an uncanny sense of when things nearby aren't as
|
||||
they should be, giving you an edge when you dodge away from danger. You
|
||||
have advantage on Dexterity saving throws against effects that you can see,
|
||||
such as traps and spells. To gain this benefit, you can’t be blinded,
|
||||
such as traps and spells. To gain this benefit, you can't be blinded,
|
||||
deafened, or incapacitated.
|
||||
|
||||
"""
|
||||
@@ -99,7 +99,7 @@ class ExtraAttackBarbarian(Feature):
|
||||
|
||||
|
||||
class FastMovement(Feature):
|
||||
"""Starting at 5th level, your speed increases by 10 feet while you aren’t
|
||||
"""Starting at 5th level, your speed increases by 10 feet while you aren't
|
||||
wearing heavy armor.
|
||||
|
||||
"""
|
||||
@@ -110,7 +110,7 @@ class FastMovement(Feature):
|
||||
class FeralInstinct(Feature):
|
||||
"""By 7th level, your instincts are so honed that you have advantage on
|
||||
initiative rolls. Additionally, if you are surprised at the beginning of
|
||||
combat and aren’t incapacitated, you can act normally on your first turn,
|
||||
combat and aren't incapacitated, you can act normally on your first turn,
|
||||
but only if you enter your rage before doing anything else on that turn.
|
||||
|
||||
"""
|
||||
@@ -131,7 +131,7 @@ class BrutalCritical(Feature):
|
||||
|
||||
class RelentlessRage(Feature):
|
||||
"""Starting at 11th level, your rage can keep you fighting despite grievous
|
||||
wounds. If you drop to 0 hit points while you’re raging and don’t die
|
||||
wounds. If you drop to 0 hit points while you're raging and don't die
|
||||
outright, you can make a DC 10 Constitution saving throw. If you succeed,
|
||||
you drop to 1 hit point instead. Each time you use this feature after the
|
||||
first, the DC increases by 5. When you finish a short or long rest, the DC
|
||||
@@ -183,7 +183,7 @@ class Frenzy(Feature):
|
||||
|
||||
|
||||
class MindlessRage(Feature):
|
||||
"""Beginning at 6th level, you can’t be charmed or frightened while raging. If
|
||||
"""Beginning at 6th level, you can't be charmed or frightened while raging. If
|
||||
you are charmed or frightened when you enter your rage, the effect is
|
||||
suspended for the duration of the rage.
|
||||
|
||||
@@ -241,7 +241,7 @@ class BearSpirit(Feature):
|
||||
|
||||
|
||||
class EagleSpirit(Feature):
|
||||
"""While you're raging and aren’t wearing heavy armor, other creatures have
|
||||
"""While you're raging and aren't wearing heavy armor, other creatures have
|
||||
disadvantage on opportunity attack rolls against you, and you can use the
|
||||
Dash action as a bonus action on your turn. The spirit of the eagle makes
|
||||
you into a predator who can weave through the fray with ease.
|
||||
@@ -392,10 +392,10 @@ class SpiritWalker(Feature):
|
||||
|
||||
|
||||
class BearAttunement(Feature):
|
||||
"""While you’re raging, any creature within 5 feet o f you that’s hostile to
|
||||
"""While you're raging, any creature within 5 feet o f you that's hostile to
|
||||
you has disadvantage on attack rolls against targets other than you or
|
||||
another character with this feature. An enemy is immune to this effect if
|
||||
it can’t see or hear you or if it can’t be frightened.
|
||||
it can't see or hear you or if it can't be frightened.
|
||||
|
||||
"""
|
||||
name = "Totemic Attunement (Bear)"
|
||||
@@ -413,7 +413,7 @@ class EagleAttunement(Feature):
|
||||
|
||||
|
||||
class WolfAttunement(Feature):
|
||||
"""Wolf. While you’re raging, you can use a bonus action on your turn to knock
|
||||
"""Wolf. While you're raging, you can use a bonus action on your turn to knock
|
||||
a Large or smaller creature prone when you hit it with melee weapon attack.
|
||||
|
||||
"""
|
||||
@@ -516,10 +516,10 @@ class SpikedRetribution(Feature):
|
||||
# Ancestral Guardian
|
||||
class AncestralProtectors(Feature):
|
||||
"""Starting when you choose this path at 3rd level, spectral warriors appear
|
||||
when you enter your rage. While you’re raging, the first creature you hit
|
||||
when you enter your rage. While you're raging, the first creature you hit
|
||||
with an attack on your turn becomes the target of the warriors, which
|
||||
hinder its attacks. Until the start ofyour next turn, that target has
|
||||
disadvantage on any attack roll that isn’t against you, and when the target
|
||||
disadvantage on any attack roll that isn't against you, and when the target
|
||||
hits a creature other than you with an attack, that creature has resistance
|
||||
to the damage dealt by the attack. The effect on the target ends early
|
||||
ifyour rage ends
|
||||
@@ -559,7 +559,7 @@ class ConsultTheSpirits(Feature):
|
||||
using a spell slot or material components. Rather than creating a spherical
|
||||
sensor, this use of clairvoyance invisibly summons one Of your ancestral
|
||||
spirits to the chosen location. Wisdom is your spellcasting ability for
|
||||
these spells. After you cast either spell in this way, you can’t use this
|
||||
these spells. After you cast either spell in this way, you can't use this
|
||||
feature again until you finish a short or long rest
|
||||
|
||||
"""
|
||||
@@ -586,7 +586,7 @@ class DesertAura(Feature):
|
||||
rage, and you can activate the effect again on each of your turns as a
|
||||
bonus action.
|
||||
|
||||
Choose desert, sea, or tundra. Your aura’s effect depends on that chosen
|
||||
Choose desert, sea, or tundra. Your aura's effect depends on that chosen
|
||||
environment, as detailed below. You can change your environment choice
|
||||
whenever you gain a level in this class. If your aura's effects require a
|
||||
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
|
||||
@@ -609,7 +609,7 @@ class SeaAura(Feature):
|
||||
rage, and you can activate the effect again on each of your turns as a
|
||||
bonus action.
|
||||
|
||||
Choose desert, sea, or tundra. Your aura’s effect depends on that chosen
|
||||
Choose desert, sea, or tundra. Your aura's effect depends on that chosen
|
||||
environment, as detailed below. You can change your environment choice
|
||||
whenever you gain a level in this class. If your aura's effects require a
|
||||
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
|
||||
@@ -634,7 +634,7 @@ class TundraAura(Feature):
|
||||
rage, and you can activate the effect again on each of your turns as a
|
||||
bonus action.
|
||||
|
||||
Choose desert, sea, or tundra. Your aura’s effect depends on that chosen
|
||||
Choose desert, sea, or tundra. Your aura's effect depends on that chosen
|
||||
environment, as detailed below. You can change your environment choice
|
||||
whenever you gain a level in this class. If your aura's effects require a
|
||||
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
|
||||
@@ -670,13 +670,13 @@ class StormAura(FeatureSelector):
|
||||
|
||||
|
||||
class DesertSoul(Feature):
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn’t
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn't
|
||||
active. The benefits are based on the environment you chose for your
|
||||
Storm Aura.
|
||||
|
||||
**Desert**: You gain resistance to fire damage, and you don’t suffer the
|
||||
effects of extreme heat, as described in the Dungeon Master’s
|
||||
Guide. Moreover, as an action, you can touch a flammable object that isn’t
|
||||
**Desert**: You gain resistance to fire damage, and you don't suffer the
|
||||
effects of extreme heat, as described in the Dungeon Master's
|
||||
Guide. Moreover, as an action, you can touch a flammable object that isn't
|
||||
being worn or carried by anyone else and set it on fire
|
||||
|
||||
"""
|
||||
@@ -685,7 +685,7 @@ class DesertSoul(Feature):
|
||||
|
||||
|
||||
class SeaSoul(Feature):
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn’t
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn't
|
||||
active. The benefits are based on the environment you chose for your
|
||||
Storm Aura.
|
||||
|
||||
@@ -697,12 +697,12 @@ class SeaSoul(Feature):
|
||||
|
||||
|
||||
class TundraSoul(Feature):
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn’t
|
||||
"""At 6th level, the storm grants you benefits even when your aura isn't
|
||||
active. The benefits are based on the environment you chose for your
|
||||
Storm Aura.
|
||||
|
||||
**Tundra**: You gain resistance to cold damage, and you don’t suffer the
|
||||
effects of extreme cold, as described in the Dungeon Master’s
|
||||
**Tundra**: You gain resistance to cold damage, and you don't suffer the
|
||||
effects of extreme cold, as described in the Dungeon Master's
|
||||
Guide. Moreover, as an action, you can touch water and turn a 5-foot cube
|
||||
Of it into ice, which melts after 1 minute. This action fails if a creature
|
||||
is in the cube
|
||||
@@ -804,7 +804,7 @@ class RagingStorm(FeatureSelector):
|
||||
# Zealot
|
||||
class DivineFury(Feature):
|
||||
"""Starting when you choose this path at 3rd level, you can channel divine
|
||||
fury into your weapon strikes. While you’re raging, the first creature you
|
||||
fury into your weapon strikes. While you're raging, the first creature you
|
||||
hit on each of your turns with a weapon attack takes extra damage equal to
|
||||
1d6 + half your barbarian level. The extra damage is necrotic or radiant;
|
||||
you choose the type of damage when you gain this feature.
|
||||
@@ -823,7 +823,7 @@ class DivineFury(Feature):
|
||||
class WarriorOfTheGods(Feature):
|
||||
"""At 3rd level, your soul is marked for endless battle. If a spell, such as
|
||||
raise dead, has the sole effect of restoring you to life (but not
|
||||
undeath), the caster doesn’t need material components to cast the spell
|
||||
undeath), the caster doesn't need material components to cast the spell
|
||||
on you
|
||||
|
||||
"""
|
||||
@@ -833,7 +833,7 @@ class WarriorOfTheGods(Feature):
|
||||
|
||||
class FanaticalFocus(Feature):
|
||||
"""Starting at 6th level, the divine power that fuels your rage can protect
|
||||
you. If you fail a saving throw while you’re raging, you can reroll it, and
|
||||
you. If you fail a saving throw while you're raging, you can reroll it, and
|
||||
you must use the new roll. You can use this ability only once per rage.
|
||||
"""
|
||||
name = "Fanatical Focus"
|
||||
@@ -845,7 +845,7 @@ class ZealousPresence(Feature):
|
||||
others. As a bonus action, you unleash a battle cry infused with divine
|
||||
energy. Up to ten other creatures of your choice within 60 feet ofyou that
|
||||
can hear you gain advantage on attack rolls and saving throws until the
|
||||
start of your next turn. Once you use this feature, you can’t use it again
|
||||
start of your next turn. Once you use this feature, you can't use it again
|
||||
until you finish a long rest
|
||||
|
||||
"""
|
||||
@@ -855,7 +855,7 @@ class ZealousPresence(Feature):
|
||||
|
||||
class RageBeyondDeath(Feature):
|
||||
"""Beginning at 14th level, the divine power that fuels your rage allows you
|
||||
to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t
|
||||
to shrug off fatal blows. While you're raging, having 0 hit points doesn't
|
||||
knock you unconscious. You still must make death saving throws, and you
|
||||
suffer the normal effects of taking damage while at 0 hit points. However,
|
||||
if you would die due to failing death saving throws, you don't die until
|
||||
|
||||
@@ -47,7 +47,7 @@ class BardicInspiration(Feature):
|
||||
|
||||
class JackOfAllTrades(Feature):
|
||||
"""Starting at 2nd level, you can add half your proficiency bonus, rounded
|
||||
down, to any ability check you make that doesn’t already include your
|
||||
down, to any ability check you make that doesn't already include your
|
||||
proficiency bonus. (Included in stats on Character Sheet above).
|
||||
|
||||
"""
|
||||
@@ -155,10 +155,10 @@ class CuttingWords(Feature):
|
||||
you can see within 60 feet of you makes an attack roll, an ability check,
|
||||
or a damage roll, you can use your reaction to expend one of your uses of
|
||||
Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the
|
||||
number rolled from the creature’s roll. You can choose to use this feature
|
||||
number rolled from the creature's roll. You can choose to use this feature
|
||||
after the creature makes its roll, but before the DM determines whether the
|
||||
attack roll or ability check succeeds or fails, or before the creature
|
||||
deals its damage. The creature is immune if it can’t hear you or if it’s
|
||||
deals its damage. The creature is immune if it can't hear you or if it's
|
||||
immune to being charmed.
|
||||
|
||||
"""
|
||||
@@ -169,7 +169,7 @@ class CuttingWords(Feature):
|
||||
class AdditionalMagicalSecrets(Feature):
|
||||
"""At 6th level, you learn two spells of your choice from any class. A spell
|
||||
you choose must be of a level you can cast, as shown on the Bard table, or
|
||||
a cantrip. The chosen spells count as bard spells for you but don’t count
|
||||
a cantrip. The chosen spells count as bard spells for you but don't count
|
||||
against the number of bard spells you know.
|
||||
|
||||
"""
|
||||
@@ -262,7 +262,7 @@ class EnthrallingPerformance(Feature):
|
||||
it, or if it witnesses you attacking or damaging any of its allies.
|
||||
|
||||
If a target succeeds on its saving throw, the target has no hint that you
|
||||
tried to charm it. Once you use this feature, you can’t use it again until
|
||||
tried to charm it. Once you use this feature, you can't use it again until
|
||||
you finish a short or long rest
|
||||
|
||||
"""
|
||||
@@ -280,7 +280,7 @@ class MantleOfMajesty(Feature):
|
||||
|
||||
Any creature charmed by you automatically failfs its saving throw against
|
||||
the command you cast with this feature. Once you use this feature, you
|
||||
can’t use it again until you finish a long rest
|
||||
can't use it again until you finish a long rest
|
||||
|
||||
"""
|
||||
name = "Mantle of Majesty"
|
||||
@@ -292,14 +292,14 @@ class UnbreakableMajesty(Feature):
|
||||
makes you look more lovely and fierce. In addition, as a bonus action, you
|
||||
can assume a magically majestic presence for 1 minute or until you are
|
||||
incapacitated. For the duration, whenever any creature tries to attack you
|
||||
for the first time on a turn, the at— tacker must make a Charisma saving
|
||||
throw against your spell save DC. On a failed save, it can’t attack you on
|
||||
for the first time on a turn, the at- tacker must make a Charisma saving
|
||||
throw against your spell save DC. On a failed save, it can't attack you on
|
||||
this turn, and it must choose a new target for its attack or the attack is
|
||||
wasted.
|
||||
|
||||
On a successful save, it can attack you on this turn, but it has
|
||||
disadvantage on any saving throw it makes against your spells on your next
|
||||
turn. Once you assume this majestic presence, you can’t do so again until
|
||||
turn. Once you assume this majestic presence, you can't do so again until
|
||||
you finish a short or long rest.
|
||||
|
||||
"""
|
||||
@@ -351,10 +351,10 @@ class BladeFlourish(Feature):
|
||||
**Slashing Flourish**: You can expend one use ofyour Bardic Inspiration to
|
||||
cause the weapon to deal extra damage to the target you hit and to any
|
||||
other creature ofyour choice that you can see within 5 feet ofyou. The
|
||||
damage equalsthe number you roll on the Bardic Inspi— ration die.
|
||||
damage equalsthe number you roll on the Bardic Inspi- ration die.
|
||||
|
||||
**Mobile Flourish**: You can expend one use ofyour Bar— dic InSpiration to
|
||||
cause the weapon to deal extra dam— age to the target you hit. The damage
|
||||
**Mobile Flourish**: You can expend one use ofyour Bar- dic InSpiration to
|
||||
cause the weapon to deal extra dam- age to the target you hit. The damage
|
||||
equals the number you roll on the Bardic Inspiration die. You can also push
|
||||
the target up to 5 feet away from you, plus a number of feet equal to the
|
||||
number you roll on that die. You can then immediately use your reaction to
|
||||
@@ -368,7 +368,7 @@ class BladeFlourish(Feature):
|
||||
|
||||
class MastersFlourish(Feature):
|
||||
"""Starting at 14th level, whenever you use a Blade Flourish option, you can
|
||||
roll a d6 and use it instead of expend— ing a Bardic Inspiration die.
|
||||
roll a d6 and use it instead of expend- ing a Bardic Inspiration die.
|
||||
"""
|
||||
name = "Master's Flourish"
|
||||
source = "Bard (College of Swords)"
|
||||
@@ -377,7 +377,7 @@ class MastersFlourish(Feature):
|
||||
# College of Whispers
|
||||
class PsychicBlades(Feature):
|
||||
"""When you join the College of Whispers at 3rd level, you gain the ability to
|
||||
make your weapon attacks magically toxic to a creature’s mind. When you hit
|
||||
make your weapon attacks magically toxic to a creature's mind. When you hit
|
||||
a creature with a weapon attack, you can expend one use ofyour Bardic
|
||||
Inspiration to deal an extra 2d6 psychic damage to that target. You can do
|
||||
so only once per round on your turn. The psychic damage increases when you
|
||||
@@ -407,7 +407,7 @@ class WordsOfTerror(Feature):
|
||||
least 1 minute, you can attempt to seed paranoia in its mind. At the end of
|
||||
the conversation, the target must succeed on a Wisdom saving throw against
|
||||
your spell save DC or be frightened of you or another creature ofyour
|
||||
choice. The target is frightened in this way for 1 hour, until it is at—
|
||||
choice. The target is frightened in this way for 1 hour, until it is at-
|
||||
tacked or damaged, or until it witnesses its allies being attacked or
|
||||
damaged.
|
||||
|
||||
@@ -421,22 +421,22 @@ class WordsOfTerror(Feature):
|
||||
|
||||
|
||||
class MantleOfWhispers(Feature):
|
||||
"""At 6th level, you gain the ability to adopt a humanoid’s persona. When a
|
||||
"""At 6th level, you gain the ability to adopt a humanoid's persona. When a
|
||||
humanoid dies within 30 feet of you, you can magically capture its shadow
|
||||
using your reac— tion. You retain this shadow until you use it or you
|
||||
using your reac- tion. You retain this shadow until you use it or you
|
||||
finish a long rest. You can use the shadow as an action. When you do so, it
|
||||
vanishes, magically transforming into a disguise that appears on you. You
|
||||
now look like the dead person, but healthy and alive.This disguise lasts
|
||||
for 1 hour or until you end it as a bonus action.
|
||||
|
||||
While you’re in the disguise, you gain access to all information that the
|
||||
While you're in the disguise, you gain access to all information that the
|
||||
humanoid would freely share with a casual acquaintance. Such information
|
||||
includes general details on its background and personal life, but doesn’t
|
||||
includes general details on its background and personal life, but doesn't
|
||||
include secrets. The information is enough that you can pass yourself off
|
||||
as the person by drawing on its memories. Another creature can see through
|
||||
this disguise by succeeding on a Wisdom (Insight) check contested by your
|
||||
Charisma (Deception) check. You gain a +5 bonus to your check. Once you
|
||||
capture a shadow with this feature, you can’t capture another one with it
|
||||
capture a shadow with this feature, you can't capture another one with it
|
||||
until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
@@ -446,11 +446,11 @@ class MantleOfWhispers(Feature):
|
||||
|
||||
class ShadowLore(Feature):
|
||||
"""At 14th level, you gain the ability to weave dark magic into your words and
|
||||
tap into a creature’s deepest fears. As an action, you magically whisper a
|
||||
tap into a creature's deepest fears. As an action, you magically whisper a
|
||||
phrase that only one creature ofyour choice within 30 feet of you can
|
||||
hear. The target must make a Wisdom saving throw against your spell save
|
||||
DC. It automatically succeeds if it doesn’t share a language with you or if
|
||||
it can’t hear you. On a successful saving throw, your whisper sounds like
|
||||
DC. It automatically succeeds if it doesn't share a language with you or if
|
||||
it can't hear you. On a successful saving throw, your whisper sounds like
|
||||
unintelligible mumbling and has no effect.
|
||||
|
||||
On a failed saving throw, the target is charmed by you for the next 8 hours
|
||||
@@ -458,11 +458,11 @@ class ShadowLore(Feature):
|
||||
saving throw. It interprets the whispers as a description of its most
|
||||
mortifying secret. You gain no knowledge of this secret, but the target
|
||||
is convinced you know it. The charmed creature obeys your commands for fear
|
||||
that you will reveal its secret. It won’t risk its life for you or fight
|
||||
that you will reveal its secret. It won't risk its life for you or fight
|
||||
for you, unless it was already inclined to do so. It grants you favors and
|
||||
gifts it would offer to a close friend. When the effect ends, the creature
|
||||
has no understanding of why it held you in such fear. Once you use this
|
||||
feature, you can’t use it again until / you finish a long rest.
|
||||
feature, you can't use it again until / you finish a long rest.
|
||||
|
||||
"""
|
||||
name = "Shadow Lore"
|
||||
|
||||
@@ -42,9 +42,9 @@ class TurnUndead(Feature):
|
||||
turned for 1 minute or until it takes any damage.
|
||||
|
||||
A turned creature must spend its turns trying to move as far away from you
|
||||
as it can, and it can’t willingly move to a space within 30 feet of you. It
|
||||
also can’t take reactions. For its action, it can use only the Dash action
|
||||
or try to escape from an effect that prevents it from moving. If there’s
|
||||
as it can, and it can't willingly move to a space within 30 feet of you. It
|
||||
also can't take reactions. For its action, it can use only the Dash action
|
||||
or try to escape from an effect that prevents it from moving. If there's
|
||||
nowhere to move, the creature can use the Dodge action.
|
||||
|
||||
"""
|
||||
@@ -81,13 +81,13 @@ class DivineIntervention(Feature):
|
||||
"""Beginning at 10th level, you can call on your deity to intervene on your
|
||||
behalf when your need is great.
|
||||
|
||||
Imploring your deity’s aid requires you to use your action. Describe the
|
||||
Imploring your deity's aid requires you to use your action. Describe the
|
||||
assistance you seek, and roll percentile dice. If you roll a number equal
|
||||
to or lower than your cleric level, your deity intervenes. The DM chooses
|
||||
the nature of the intervention; the effect of any cleric spell or cleric
|
||||
domain spell would be appropriate.
|
||||
|
||||
If your deity intervenes, you can’t use this feature again for 7
|
||||
If your deity intervenes, you can't use this feature again for 7
|
||||
days. Otherwise, you can use it again after you finish a long rest.
|
||||
|
||||
At 20th level, your call for intervention succeeds automatically, no roll
|
||||
@@ -137,11 +137,11 @@ class KnowledgeOfTheAncients(DivineIntervention):
|
||||
|
||||
|
||||
class ReadThoughts(DivineIntervention):
|
||||
"""At 6th level, you can use your Channel Divinity to read a creature’s
|
||||
thoughts. You can then use your access to the creature’s mind to command
|
||||
"""At 6th level, you can use your Channel Divinity to read a creature's
|
||||
thoughts. You can then use your access to the creature's mind to command
|
||||
it. As an action, choose one creature that you can see within 60 feet of
|
||||
you. That creature must make a Wisdom saving throw. If the creature
|
||||
succeeds on the saving throw, you can’t use this feature on it again until
|
||||
succeeds on the saving throw, you can't use this feature on it again until
|
||||
you finish a long rest.
|
||||
|
||||
If the creature fails its save, you can read its surface thoughts (those
|
||||
@@ -172,11 +172,11 @@ class VisionsOfThePast(Feature):
|
||||
minute in meditation and prayer, then receive dreamlike, shadowy glimpses
|
||||
of recent events. You can meditate in this way for a number of minutes
|
||||
equal to your Wisdom score and must maintain concentration during that
|
||||
time, as if you were casting a spell. Once you use this feature, you can’t
|
||||
time, as if you were casting a spell. Once you use this feature, you can't
|
||||
use it again until you finish a short or long rest.
|
||||
|
||||
**Object Reading**: Holding an object as you meditate, you can see visions
|
||||
of the object’s previous owner. After meditating for 1 minute, you learn
|
||||
of the object's previous owner. After meditating for 1 minute, you learn
|
||||
how the owner acquired and lost the object, as well as the most recent
|
||||
significant event involving the object and that owner. If the object was
|
||||
owned by another creature in the recent past (within a number of days equal
|
||||
@@ -202,7 +202,7 @@ class DiscipleOfLife(Feature):
|
||||
"""Also starting at 1st level, your healing spells are more
|
||||
effective. Whenever you use a spell of 1st level or higher to restore hit
|
||||
points to a creature, the creature regains additional hit points equal to 2
|
||||
+ the spell’s level
|
||||
+ the spell's level
|
||||
|
||||
"""
|
||||
name = "Disciple of Life"
|
||||
@@ -215,7 +215,7 @@ class PreserveLife(ChannelDivinity):
|
||||
energy that can restore a number of hit points equal to five times your
|
||||
cleric level. Choose any creatures within 30 feet of you, and divide those
|
||||
hit points among them. This feature can restore a creature to no more than
|
||||
half of its hit point maximum. You can’t use this feature on an undead or a
|
||||
half of its hit point maximum. You can't use this feature on an undead or a
|
||||
construct.
|
||||
|
||||
"""
|
||||
@@ -227,7 +227,7 @@ class BlessedHealer(Feature):
|
||||
"""Beginning at 6th level, the healing spells you cast on others heal you as
|
||||
well. When you cast a spell of 1st level or higher that restores hit points
|
||||
to a creature other than you, you regain hit points equal to 2 + the
|
||||
spell’s level.
|
||||
spell's level.
|
||||
|
||||
"""
|
||||
name = "Blessed Healer"
|
||||
@@ -262,7 +262,7 @@ class WardingFlare(Feature):
|
||||
attacking enemy. When you are attacked by a creature within 30 feet of you
|
||||
that you can see, you can use your reaction to impose disadvantage on the
|
||||
attack roll, causing light to flare before the attacker before it hits or
|
||||
misses. An attacker that can’t be blinded is immune to this feature. You
|
||||
misses. An attacker that can't be blinded is immune to this feature. You
|
||||
can use this feature a number of times equal to your Wisdom modifier (a
|
||||
minimum of once). You regain all expended uses when you finish a long rest
|
||||
|
||||
@@ -455,7 +455,7 @@ class InvokeDuplicity(ChannelDivinity):
|
||||
bonus action on your turn, you can move the illusion up to 30 feet to a
|
||||
space you can see, but it must remain within 120 feet of you.
|
||||
|
||||
For the duration, you can cast spells as though you were in the illusion’s
|
||||
For the duration, you can cast spells as though you were in the illusion's
|
||||
space, but you must use your own senses. Additionally, when both you and
|
||||
your illusion are within 5 feet of a creature that can see the illusion,
|
||||
you have advantage on attack rolls against that creature, given how
|
||||
@@ -478,7 +478,7 @@ class CloakOfShadows(ChannelDivinity):
|
||||
|
||||
class DivineStrikeTrickery(DivineStrike):
|
||||
"""At 8th level, you gain the ability to infuse your weapon strikes with
|
||||
poison—a gift from your deity. Once on each of your turns when you hit a
|
||||
poison-a gift from your deity. Once on each of your turns when you hit a
|
||||
creature with a weapon attack, you can cause the attack to deal an extra
|
||||
1d8 poison damage to the target. When you reach 14th level, the extra
|
||||
damage increases to 2d8.
|
||||
@@ -627,8 +627,8 @@ class BlessingOfTheForge(Feature):
|
||||
armor. At the end of a long rest, you can touch one nonmagical object that
|
||||
is a suit of armor or a simple or martial weapon. Until the end of your
|
||||
next long rest or until you die, the object becomes a magic item, granting
|
||||
a +1 bonus to AC if it’s armor or a +1 bo— nus to attack and damage rolls
|
||||
if it’s a weapon. Once you use this feature, you can’t use it again until
|
||||
a +1 bonus to AC if it's armor or a +1 bo- nus to attack and damage rolls
|
||||
if it's a weapon. Once you use this feature, you can't use it again until
|
||||
you finish a long rest
|
||||
|
||||
"""
|
||||
@@ -638,17 +638,17 @@ class BlessingOfTheForge(Feature):
|
||||
|
||||
class ArtisansBlessing(Feature):
|
||||
"""Starting at 2nd level, you can use your Channel Divinity to create simple
|
||||
items. You conduct an hour—long ritual that crafts a nonmagi— cal item that
|
||||
items. You conduct an hour-long ritual that crafts a nonmagi- cal item that
|
||||
must include some metal: a simple or martial weapon, a suit of armor, ten
|
||||
pieces of ammunition, a set of tools, or another metal Object (see chapter
|
||||
5, “Equipment,” in the Player’s Handbook for examples of these items). The
|
||||
5, "Equipment," in the Player's Handbook for examples of these items). The
|
||||
creation is completed at the end of the hour, coalescing in an unoccupied
|
||||
space of your choice on a surface within 5 feet of you. The thing you
|
||||
create can be something that is worth no more than 100 gp.
|
||||
|
||||
As part of this ritual, you must lay out metal, which can include coins,
|
||||
with a value equal to the creation. The metal irretrievably coalesces and
|
||||
transforms into the creation at the ritual’s end, magically forming even
|
||||
transforms into the creation at the ritual's end, magically forming even
|
||||
nonmetal parts of the creation. The ritual can create a duplicate of a
|
||||
nonmagical item that contains metal, such as a key, if you possess the
|
||||
original during the ritual.
|
||||
@@ -662,9 +662,9 @@ class SoulOfTheForge(Feature):
|
||||
"""Starting at 6th level, your mastery of the forge grants you special
|
||||
abilities:
|
||||
|
||||
-- You gain resistance to fire damage.
|
||||
• You gain resistance to fire damage.
|
||||
|
||||
-- While wearing heavy armor, you gain a +1 bonus to AC.
|
||||
• While wearing heavy armor, you gain a +1 bonus to AC.
|
||||
|
||||
"""
|
||||
name = "Soul of the Forge"
|
||||
@@ -686,9 +686,9 @@ class SaintOfForgeAndFire(Feature):
|
||||
"""At 17th level, your blessed affinity with fire and metal becomes more
|
||||
powerful:
|
||||
|
||||
-- You gain immunity to fire damage.
|
||||
• You gain immunity to fire damage.
|
||||
|
||||
-- While wearing heavy armor, you have resistance to bludgeoning, piercing,
|
||||
• While wearing heavy armor, you have resistance to bludgeoning, piercing,
|
||||
and slashing damage from non-magical attacks
|
||||
|
||||
"""
|
||||
@@ -702,7 +702,7 @@ class CircleOfMortality(Feature):
|
||||
death. When you would normally roll one or more dice to restore hit points
|
||||
with a spell to a creature at 0 hit points, you instead use the highest
|
||||
number possible for each die. In addition, you learn the spare the dying
|
||||
cantrip, which doesn’t count against the number of cleric cantrips you
|
||||
cantrip, which doesn't count against the number of cleric cantrips you
|
||||
know. For you, it has a range of 30 feet, and you can cast it as a bonus
|
||||
action
|
||||
|
||||
@@ -718,10 +718,10 @@ class EyesOfTheGrave(Feature):
|
||||
undead, whose existence is an insult to the natural cycle of life. As an
|
||||
action, you can open your awareness to magically detect undead. Until the
|
||||
end ofyour next turn, you know the location of any undead within 60 feet of
|
||||
you that isn’t behind total cover and that isn’t protected from divination
|
||||
you that isn't behind total cover and that isn't protected from divination
|
||||
magic.
|
||||
|
||||
This sense doesn’t tell you anything about a creature's capabilities or
|
||||
This sense doesn't tell you anything about a creature's capabilities or
|
||||
identity. You can use this feature a number of times equal to your Wisdom
|
||||
modifier (minimum Of once). You regain all expended uses when you finish a
|
||||
long rest
|
||||
@@ -738,7 +738,7 @@ class EyesOfTheGrave(Feature):
|
||||
|
||||
class PathToTheGrave(ChannelDivinity):
|
||||
"""Starting at 2nd level, you can use your Channel Divinity to mark another
|
||||
creature’s life force for termination. As an action, you choose one
|
||||
creature's life force for termination. As an action, you choose one
|
||||
creature you can see within 30 feet of you, cursing it until the end Of
|
||||
your next turn. The next time you or an ally Ofyours hits the cursed
|
||||
creature with an attack, the creature has vulnerability tO all of that
|
||||
@@ -750,7 +750,7 @@ class PathToTheGrave(ChannelDivinity):
|
||||
|
||||
|
||||
class SentinelAtDeathsDoor(Feature):
|
||||
"""At 6th level, you gain the ability to impede death’s progress. As a
|
||||
"""At 6th level, you gain the ability to impede death's progress. As a
|
||||
reaction when you or a creature you can see within 30 feet of you suffers a
|
||||
critical hit, you can turn that hit into a normal hit. Any effects
|
||||
triggered by a critical hit are canceled. You can use this feature a
|
||||
@@ -771,8 +771,8 @@ class KeeperOfSouls(Feature):
|
||||
"""Starting at 17th level. you can seize a trace of vitality from a parting
|
||||
soul and use it to heal the living. When an enemy you can see dies within
|
||||
60 feet of you, you or one creature of your choice that is within 60 feet
|
||||
of you regains hit points equal to the enemy’s number of Hit Dice. You can
|
||||
use this feature only if you aren’t incapacitated. Once you use it, you
|
||||
of you regains hit points equal to the enemy's number of Hit Dice. You can
|
||||
use this feature only if you aren't incapacitated. Once you use it, you
|
||||
can't do so again until the start ofyour next turn.
|
||||
|
||||
"""
|
||||
|
||||
@@ -9,7 +9,7 @@ class WildShape(Feature):
|
||||
twice. You regain expended uses when you finish a short or long rest. 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
|
||||
beast that has a challenge rating of 1/4 or lower that doesn't have a
|
||||
flying or swimming speed.
|
||||
|
||||
2nd Level: Max CR 1/4, No Flying/Swimming (ex: Wolf)
|
||||
@@ -26,39 +26,39 @@ class WildShape(Feature):
|
||||
|
||||
While you are transformed, the following rules apply:
|
||||
|
||||
-- Your game statistics are replaced by the statistics of the beast, but
|
||||
• 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
|
||||
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.
|
||||
|
||||
-- When you transform, you assume the beast’s hit points and Hit Dice. When
|
||||
• 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.
|
||||
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.
|
||||
|
||||
-- You can’t cast spells, and your ability to speak or take any action that
|
||||
• 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
|
||||
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.
|
||||
a spell, such as call lightning, that you've already cast.
|
||||
|
||||
-- You retain the benefit of any features from your class, race, or other
|
||||
• 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 darkvi-
|
||||
so. However, you can't use any of your special senses, such as darkvi-
|
||||
sion, unless your new form also has that sense.
|
||||
|
||||
-- You choose whether your equipment falls to the ground in your space,
|
||||
• 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 DM 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
|
||||
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.
|
||||
|
||||
@@ -85,7 +85,7 @@ class TimelessBody(Feature):
|
||||
class BeastSpells(Feature):
|
||||
"""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
|
||||
components of a druid spell while in a beast shape, but you aren't able to
|
||||
provide material components.
|
||||
|
||||
"""
|
||||
@@ -98,7 +98,7 @@ class Archdruid(Feature):
|
||||
|
||||
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
|
||||
aren't consumed by a spell. You gain this benefit in both your normal shape
|
||||
and your beast shape from Wild Shape
|
||||
|
||||
"""
|
||||
@@ -121,7 +121,7 @@ class NaturalRecovery(Feature):
|
||||
sitting in meditation and communing with nature. During a short rest, you
|
||||
choose expended spell slots to recover. The spell slots can have a combined
|
||||
level that is equal to or less than half your druid level (rounded up), and
|
||||
none of the slots can be 6th level or higher. You can’t use this feature
|
||||
none of the slots can be 6th level or higher. You can't use this feature
|
||||
again until you finish a long rest.
|
||||
|
||||
For example, when you are a 4th-level druid, you can recover up to two
|
||||
@@ -137,12 +137,12 @@ class _CircleSpells(Feature):
|
||||
"""Your mystical connection to the land infuses you with the ability to cast
|
||||
certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle
|
||||
spells connected to the land where you became a druid. Choose that
|
||||
land—arctic, coast, desert, forest, grassland, mountain, swamp, or
|
||||
Underdark—and consult the associated list of spells.
|
||||
land-arctic, coast, desert, forest, grassland, mountain, swamp, or
|
||||
Underdark-and consult the associated list of spells.
|
||||
|
||||
Once you gain access to a circle spell, you always have it prepared, and it
|
||||
doesn’t count against the number of spells you can prepare each day. If you
|
||||
gain access to a spell that doesn’t appear on the druid spell list, the
|
||||
doesn't count against the number of spells you can prepare each day. If you
|
||||
gain access to a spell that doesn't appear on the druid spell list, the
|
||||
spell is nonetheless a druid spell for you.
|
||||
|
||||
"""
|
||||
@@ -328,7 +328,7 @@ class LandsStride(Feature):
|
||||
|
||||
|
||||
class NaturesWard(Feature):
|
||||
"""When you reach 10th level, you can’t be charmed or frightened by elementals
|
||||
"""When you reach 10th level, you can't be charmed or frightened by elementals
|
||||
or fey, and you are immune to poison and disease
|
||||
|
||||
"""
|
||||
@@ -438,12 +438,12 @@ class HearthOfMoonlightAndShadow(Feature):
|
||||
"""At 6th level, home can be wherever you are. During a short or long rest,
|
||||
you can invoke the shadowy power of the Gleaming Court to help guard your
|
||||
respite. At the start of the rest, you touch a point in space, and an
|
||||
invisible, 30-foot—radius sphere of magic appears, centered on that
|
||||
invisible, 30-foot-radius sphere of magic appears, centered on that
|
||||
point. Total cover blocks the sphere.
|
||||
|
||||
While within the sphere, you and your allies gain a +5 bonus to Dexterity
|
||||
(Stealth) and Wisdom (Perception) checks, and any light from open flames in
|
||||
the sphere (a campfire, torches, or the like) isn’t visible outside it. The
|
||||
the sphere (a campfire, torches, or the like) isn't visible outside it. The
|
||||
sphere vanishes at the end of the rest or when you leave the sphere
|
||||
|
||||
"""
|
||||
@@ -477,8 +477,8 @@ class WalkerInDreams(Feature):
|
||||
This use of teleportation circle is special. Rather than opening a portal
|
||||
to a permanent teleportation circle, it opens a portal to the last location
|
||||
where you finished a long rest on your current plane of existence. If you
|
||||
haven*t taken a long rest on your current plane, the spell fails but isn’t
|
||||
wasted. Once you use this feature, you can’t use it again until you finish
|
||||
haven*t taken a long rest on your current plane, the spell fails but isn't
|
||||
wasted. Once you use this feature, you can't use it again until you finish
|
||||
a long rest.
|
||||
|
||||
"""
|
||||
@@ -493,7 +493,7 @@ class SpeechOfTheWoods(Feature):
|
||||
understand your speech, and you gain the ability to decipher their noises
|
||||
and motions. Most beasts lack the intelligence to convey or understand
|
||||
sophisticated concepts, but a friendly beast could relay what it has seen
|
||||
or heard in the recent past. This ability doesn’t grant you friendship with
|
||||
or heard in the recent past. This ability doesn't grant you friendship with
|
||||
beasts, though you can combine this ability with gifts to curry favor with
|
||||
them as you would with any nonplayer character.
|
||||
|
||||
@@ -511,9 +511,9 @@ class SpiritTotem(Feature):
|
||||
creature it. represents.
|
||||
|
||||
As a bonus action, you can move the spirit up to 60 feet to a point you can
|
||||
see. The spirit persists for 1 minute or until you’re incapacitated. Once
|
||||
you use this feature, you can’t use it again until you finish a short or
|
||||
long rest. The effect of the spirit’s aura depends on the type of spirit
|
||||
see. The spirit persists for 1 minute or until you're incapacitated. Once
|
||||
you use this feature, you can't use it again until you finish a short or
|
||||
long rest. The effect of the spirit's aura depends on the type of spirit
|
||||
you summon from the options below.
|
||||
|
||||
**Bear Spirit**: The bear spirit grants you and your allies its might and
|
||||
@@ -524,13 +524,13 @@ class SpiritTotem(Feature):
|
||||
|
||||
**Hawk Spirit**: The hawk spirit is a consummate hunter, aiding you and
|
||||
your allies with its keen sight. When a creature makes an attack roll
|
||||
against a target in the spirit’s aura, you can use your reaction to grant
|
||||
against a target in the spirit's aura, you can use your reaction to grant
|
||||
advantage to that attack roll. In addition, you and your allies have
|
||||
advantage on Wisdom (Perception) checks while in the aura
|
||||
|
||||
**Unicorn Spirit**: The unicorn spirit lends its protection to those
|
||||
nearby. You and your allies gain advantage on all ability checks made to
|
||||
detect creatures in the spirit’s aura. In addition. if you cast a spell
|
||||
detect creatures in the spirit's aura. In addition. if you cast a spell
|
||||
using a spell slot that restores hit points to any creature inside or
|
||||
outside the aura, each creature of your choice in the aura also regains hit
|
||||
points equal to your druid level.
|
||||
@@ -545,10 +545,10 @@ class MightySummoner(Feature):
|
||||
than normal. Any beast or fey summoned or created by a spell that you cast
|
||||
gains the. following benefits:
|
||||
|
||||
-- The creature appears with more hit points than normal: 2 extra hit
|
||||
• The creature appears with more hit points than normal: 2 extra hit
|
||||
points per Hit Die it has.
|
||||
|
||||
-- The damage from its natural weapons is considered magical for the
|
||||
• The damage from its natural weapons is considered magical for the
|
||||
purpose of overcoming immunity and resistance to nonmagical attacks and
|
||||
damage.
|
||||
|
||||
@@ -560,7 +560,7 @@ class MightySummoner(Feature):
|
||||
class GuardianSpirit(Feature):
|
||||
"""Beginning at 10th level, your Spirit Totem safeguards the beasts and fey
|
||||
that you call forth with your magic. When a beast or fey that you summoned
|
||||
or created with a spell ends its turn in your Spirit Totem aura, that crea—
|
||||
or created with a spell ends its turn in your Spirit Totem aura, that crea-
|
||||
ture regains a number of hit points equal to halfyour druid level.
|
||||
|
||||
"""
|
||||
@@ -577,7 +577,7 @@ class FaithfulSummons(Feature):
|
||||
conjured beasts appear within 20 feet of you. If they receive no commands
|
||||
from you, they protect you from harm and attack your foes. The spell lasts
|
||||
for 1 hour, requiring no concentration, or until you dismiss it (no action
|
||||
required). Once you use this feature, you can’t use it again until you
|
||||
required). Once you use this feature, you can't use it again until you
|
||||
finish a long rest
|
||||
|
||||
"""
|
||||
|
||||
@@ -3,16 +3,16 @@ from .features import Feature
|
||||
|
||||
# PHB
|
||||
class GreatWeaponMaster(Feature):
|
||||
"""You’ve learned to put the weight of a weapon to your advantage, letting its
|
||||
"""You've learned to put the weight of a weapon to your advantage, letting its
|
||||
momentum empower your strikes. You gain the following benefits:
|
||||
|
||||
-- On your turn, when you score a critical hit with a melee weapon or
|
||||
• On your turn, when you score a critical hit with a melee weapon or
|
||||
reduce a creature to 0 hit points with one, you can make one melee weapon
|
||||
attack as a bonus action.
|
||||
|
||||
-- Before you make a melee attack with a heavy weapon that you are
|
||||
• Before you make a melee attack with a heavy weapon that you are
|
||||
proficient with, you can choose to take a -5 penalty to the attack
|
||||
roll. If the attack hits, you add +10 to the attack’s damage
|
||||
roll. If the attack hits, you add +10 to the attack's damage
|
||||
|
||||
"""
|
||||
name = "Great Weapon Master"
|
||||
@@ -22,9 +22,9 @@ class GreatWeaponMaster(Feature):
|
||||
class Actor(Feature):
|
||||
"""Skilled at mimicry and dramatics, you gain the following benefits:
|
||||
|
||||
-- Increase your Charisma score by 1, to a maximum of 20.
|
||||
• Increase your Charisma score by 1, to a maximum of 20.
|
||||
|
||||
-- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
|
||||
• You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
|
||||
|
||||
--You can mimic the speech of another person or the sounds made by other
|
||||
creatures. You must have heard the person speaking, or heard the creature
|
||||
|
||||
@@ -105,7 +105,7 @@ class ExtraAttackFighter(Feature):
|
||||
|
||||
class Indomitable(Feature):
|
||||
"""Beginning at 9th level, you can reroll a saving throw that you fail. If you
|
||||
do so, you must use the new roll, and you can’t use this feature again
|
||||
do so, you must use the new roll, and you can't use this feature again
|
||||
until you finish a long rest.
|
||||
|
||||
You can use this feature twice between long rests starting at 13th level
|
||||
@@ -138,7 +138,7 @@ class ImprovedCritical(Feature):
|
||||
|
||||
class RemarkableAthelete(Feature):
|
||||
"""Starting at 7th level, you can add half your proficiency bonus (round up)
|
||||
to any Strength, Dexterity, or Constitution check you make that doesn’t
|
||||
to any Strength, Dexterity, or Constitution check you make that doesn't
|
||||
already use your proficiency bonus.
|
||||
|
||||
In addition, when you make a running long jump, the distance you can cover
|
||||
@@ -190,7 +190,7 @@ class Survivor(Feature):
|
||||
"""At 18th level, you attain the pinnacle of resilience in battle. At the
|
||||
start of each of your turns, you regain hit points equal to 5 + your
|
||||
Constitution modifier if you have no more than half of your hit points
|
||||
left. You don’t gain this benefit if you have 0 hit points.
|
||||
left. You don't gain this benefit if you have 0 hit points.
|
||||
|
||||
"""
|
||||
name = "Survivor"
|
||||
@@ -203,7 +203,7 @@ class CombatSuperiority(Feature):
|
||||
fueled by special dice called superiority dice.
|
||||
|
||||
**Maneuvers**: You learn three maneuvers of your choice, which are detailed
|
||||
under “Maneuvers” below. Many maneuvers enhance an attack in some way. You
|
||||
under "Maneuvers" below. Many maneuvers enhance an attack in some way. You
|
||||
can use only one maneuver per attack. You learn two additional maneuvers
|
||||
of your choice at 7th, 10th, and 15th level. Each time you learn new
|
||||
maneuvers, you can also replace one maneuver you know with a different one.
|
||||
@@ -214,7 +214,7 @@ class CombatSuperiority(Feature):
|
||||
another superiority die at 7th level and one more at 15th level.
|
||||
|
||||
**Saving Throws**: Some of your maneuvers require your target to make a
|
||||
saving throw to resist the maneuver’s effects. The saving throw DC is
|
||||
saving throw to resist the maneuver's effects. The saving throw DC is
|
||||
calculated as follows:
|
||||
|
||||
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity
|
||||
@@ -235,7 +235,7 @@ class CombatSuperiority(Feature):
|
||||
|
||||
|
||||
class StudentOfWar(Feature):
|
||||
"""At 3rd level, you gain proficiency with one type of artisan’s tools of your
|
||||
"""At 3rd level, you gain proficiency with one type of artisan's tools of your
|
||||
choice.
|
||||
|
||||
"""
|
||||
@@ -292,7 +292,7 @@ class CommandersStrike(Maneuver):
|
||||
strike. When you do so, choose a friendly creature who can see or hear you
|
||||
and expend one superiority die. That creature can immediately use its
|
||||
reaction to make one weapon attack, adding the superiority die to the
|
||||
attack’s damage roll.
|
||||
attack's damage roll.
|
||||
|
||||
"""
|
||||
name = "Commander's Strike"
|
||||
@@ -301,8 +301,8 @@ class CommandersStrike(Maneuver):
|
||||
class DisarmingAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to attempt to disarm the target, forcing it to drop one
|
||||
item o f your choice that it’s holding. You add the superiority die to the
|
||||
attack’s damage roll, and the target must make a Strength saving throw. On
|
||||
item o f your choice that it's holding. You add the superiority die to the
|
||||
attack's damage roll, and the target must make a Strength saving throw. On
|
||||
a failed save, it drops the object you choose. The object lands at its
|
||||
feet.
|
||||
|
||||
@@ -313,7 +313,7 @@ class DisarmingAttack(Maneuver):
|
||||
class DistractingStrike(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to distract the creature, giving your allies an
|
||||
opening. You add the superiority die to the attack’s damage roll. The next
|
||||
opening. You add the superiority die to the attack's damage roll. The next
|
||||
attack roll against the target by an attacker other than you has advantage
|
||||
if the attack is made before the start of your next turn.
|
||||
|
||||
@@ -333,7 +333,7 @@ class FeintingAttack(Maneuver):
|
||||
"""You can expend one superiority die and use a bonus action on your turn to
|
||||
feint, choosing one creature within 5 feet of you as your target. You have
|
||||
advantage on your next attack roll against that creature. If that attack
|
||||
hits, add the superiority die to the attack’s damage roll.
|
||||
hits, add the superiority die to the attack's damage roll.
|
||||
|
||||
"""
|
||||
name = "Feinting Attack"
|
||||
@@ -342,7 +342,7 @@ class FeintingAttack(Maneuver):
|
||||
class GoadingAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to attempt to goad the target into attacking you. You add
|
||||
the superiority die to the attack’s damage roll, and the target must make a
|
||||
the superiority die to the attack's damage roll, and the target must make a
|
||||
W isdom saving throw. On a failed save, the target has disadvantage on all
|
||||
attack rolls against targets other than you until the end of your next
|
||||
turn.
|
||||
@@ -354,7 +354,7 @@ class GoadingAttack(Maneuver):
|
||||
class LungingAttack(Maneuver):
|
||||
"""When you make a melee weapon attack on your turn, you can expend one
|
||||
superiority die to increase your reach for that attack by 5 feet. If you
|
||||
hit, you add the superiority die to the attack’s damage roll.
|
||||
hit, you add the superiority die to the attack's damage roll.
|
||||
|
||||
"""
|
||||
name = "Lunging Attack"
|
||||
@@ -363,7 +363,7 @@ class LungingAttack(Maneuver):
|
||||
class ManeuveringAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to maneuver one o f your comrades into a more advantageous
|
||||
position. You add the superiority die to the attack’s damage roll, and you
|
||||
position. You add the superiority die to the attack's damage roll, and you
|
||||
choose a friendly creature who can see or hear you. That creature can use
|
||||
its reaction to move up to half its speed without provoking opportunity
|
||||
attacks from the target of your attack.
|
||||
@@ -375,7 +375,7 @@ class ManeuveringAttack(Maneuver):
|
||||
class MenacingAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to attempt to frighten the target. You add the superiority
|
||||
die to the attack’s damage roll, and the target must make a Wisdom saving
|
||||
die to the attack's damage roll, and the target must make a Wisdom saving
|
||||
throw. On a failed save, it is frightened of you until the end o f your
|
||||
next turn.
|
||||
|
||||
@@ -448,7 +448,7 @@ class SweepingAttack(Maneuver):
|
||||
class TripingAttack(Maneuver):
|
||||
"""When you hit a creature with a weapon attack, you can expend one
|
||||
superiority die to attempt to knock the target down. You add the
|
||||
superiority die to the attack’s damage roll, and if the target is Large or
|
||||
superiority die to the attack's damage roll, and if the target is Large or
|
||||
smaller, it must make a Strength saving throw. On a failed save, you knock
|
||||
the target prone
|
||||
|
||||
@@ -474,7 +474,7 @@ class EldritchKnightSpellcasting(Feature):
|
||||
Whenever you gain a level in this class, you can replace one of the wizard
|
||||
spells you know with another spell o f your choice from the wizard spell
|
||||
list. The new spell must be of a level for which you have spell slots, and
|
||||
it must be an abjuration or evocation spell, unless you’re replacing the
|
||||
it must be an abjuration or evocation spell, unless you're replacing the
|
||||
spell you gained at 8th, 14th, or 20th level.
|
||||
|
||||
"""
|
||||
@@ -489,7 +489,7 @@ class WeaponBond(Feature):
|
||||
throughout the ritual, at the conclusion of which you touch the weapon and
|
||||
forge the bond.
|
||||
|
||||
Once you have bonded a weapon to yourself, you can’t be disarmed of that
|
||||
Once you have bonded a weapon to yourself, you can't be disarmed of that
|
||||
weapon unless you are incapacitated. If it is on the same plane of
|
||||
existence, you can summon that weapon as a bonus action on your turn,
|
||||
causing it to teleport instantly to your hand.
|
||||
@@ -514,7 +514,7 @@ class WarMagic(Feature):
|
||||
|
||||
class EldritchStrike(Feature):
|
||||
"""At 10th level, you learn how to make your weapon strikes undercut a
|
||||
creature’s resistance to your spells. When you hit a creature with a weapon
|
||||
creature's resistance to your spells. When you hit a creature with a weapon
|
||||
attack, that creature has disadvantage on the next saving throw it makes
|
||||
against a spell you cast before the end of your next turn.
|
||||
|
||||
@@ -608,8 +608,8 @@ class Bulwark(Feature):
|
||||
# Arcane Archer
|
||||
class ArcaneArcherLore(Feature):
|
||||
"""At 3rd level, you learn magical theory or some of the secrets of
|
||||
nature—typical for practitioners of this elven martial tradition. You
|
||||
choose to gain proficiency in ei— ther the Arcana or the Nature skill, and
|
||||
nature-typical for practitioners of this elven martial tradition. You
|
||||
choose to gain proficiency in ei- ther the Arcana or the Nature skill, and
|
||||
you choose to learn either the prestidigr'tation or the drufdcraft cantrip
|
||||
|
||||
"""
|
||||
@@ -620,20 +620,20 @@ class ArcaneArcherLore(Feature):
|
||||
class ArcaneShot(Feature):
|
||||
"""At 3rd level, you learn to unleash special magical effects with some of
|
||||
your shots. When you gain this feature, you learn two Arcane Shot options
|
||||
of your choice (see “Arcane Shot Options” below).
|
||||
of your choice (see "Arcane Shot Options" below).
|
||||
|
||||
Add all Arcane Shot options under "features" in your .py file
|
||||
|
||||
Once per turn when you fire a magic arrow from a shortbow or longbow as
|
||||
part of the Attack action, you can apply one of your Arcane Shot options to
|
||||
that arrow. You decide to use the option when the arrow hits a creature,
|
||||
unless the option doesn’t involve an attack roll. You have two uses of this
|
||||
unless the option doesn't involve an attack roll. You have two uses of this
|
||||
ability, and you regain all expended uses of it when you finish a short or
|
||||
long rest.
|
||||
|
||||
You gain an additional Arcane Shot option of your choice when you reach
|
||||
certain levels in this class: 7th, 10th, 15th, and 18th level. Each option
|
||||
also improves when you become an 18th—level fighter
|
||||
also improves when you become an 18th-level fighter
|
||||
|
||||
If an option requires a saving throw, your Arcane Shot save DC equals 8 +
|
||||
your proficiency bonus + your Intelligence modifier
|
||||
@@ -680,7 +680,7 @@ class BanishingArrow(Feature):
|
||||
"""You use abjuration magic to try to temporarily banish your target to a
|
||||
harmless location in the Feywild. The creature hit by the arrow must also
|
||||
succeed on a Charisma saving throw or be banished. While banished in this
|
||||
way, the target’s speed is 0, and it is incapacitated. At the end of its
|
||||
way, the target's speed is 0, and it is incapacitated. At the end of its
|
||||
next turn, the target reappears in the Space it vacated or in the nearest
|
||||
unoccupied space if that space is occupied.
|
||||
|
||||
@@ -697,7 +697,7 @@ class BeguilingArrow(Feature):
|
||||
target. The creature hit by the arrow takes an extra 2d6 psychic damage,
|
||||
and choose one ofyour allies within 30 feet of the target. The target must
|
||||
succeed on a Wisdom saving throw, or it is charmed by the chosen ally until
|
||||
the start ofyour next turn. This effect ends early if the chosen ally at—
|
||||
the start ofyour next turn. This effect ends early if the chosen ally at-
|
||||
tacks the charmed target, deals damage to it, or forces it to make a saving
|
||||
throw. The psychic damage increases to 4d6 when you reach 18th level in
|
||||
this class.
|
||||
@@ -710,7 +710,7 @@ class BeguilingArrow(Feature):
|
||||
class BurstingArrow(Feature):
|
||||
"""You imbue your arrow with force energy drawn from the school of
|
||||
evocation. The energy detonates after your attack. Immediately after the
|
||||
ar— row hits the creature, the target and all other creatures within 10
|
||||
ar- row hits the creature, the target and all other creatures within 10
|
||||
feet of it take 2d6 force damage each. The force damage increases to 4d6
|
||||
when you reach 18th level in this class
|
||||
|
||||
@@ -735,7 +735,7 @@ class GraspingArrow(Feature):
|
||||
"""When this arrow strikes its target, conjuration magic creates grasping,
|
||||
poisonous brams bles, which wrap around the target. The creature hit by the
|
||||
arrow takes an extra 2(16 poison damage, its speed is reduced by 10 feet,
|
||||
and it takes 2d6 slashing dam— age the first time on each turn it moves 1
|
||||
and it takes 2d6 slashing dam- age the first time on each turn it moves 1
|
||||
foot or more without teleporting. The target or any creature that can reach
|
||||
it can use its action to remove the brambles with a successful Strength
|
||||
(Athletics) check against your Arcane Shot save DC. Otherwise, the
|
||||
@@ -750,7 +750,7 @@ class GraspingArrow(Feature):
|
||||
|
||||
class PiercingArrow(Feature):
|
||||
"""You use transmutation magic to give your arrow an ethereal quality. When
|
||||
you use this option, you don’t make an attack roll for the attack. Instead,
|
||||
you use this option, you don't make an attack roll for the attack. Instead,
|
||||
the arrow shoots forward in a line, which is 1 foot wide and 30 feet long,
|
||||
before disappearing. The arrow passes harmlessly through objects, ignoring
|
||||
cover. Each creature in that line must make a Dexterity saving throw. On a
|
||||
@@ -766,16 +766,16 @@ class PiercingArrow(Feature):
|
||||
|
||||
class SeekingArrow(Feature):
|
||||
"""Using divination magic, you grant your arrow the ability to seek out a
|
||||
target. When you use this option, you don’t make an attack roll for the
|
||||
target. When you use this option, you don't make an attack roll for the
|
||||
attack. Instead, choose one creature you have seen in the past minute. The
|
||||
arrow flies toward that creature, moving around corners if necessary and
|
||||
ignoring three-quarters cover and half cover. If the target is within the
|
||||
weapon’s range and there is a path large enough for the arrow to travel to
|
||||
weapon's range and there is a path large enough for the arrow to travel to
|
||||
the target, the target must make a Dexterity saving throw. Otherwise, the
|
||||
arrow disappears after traveling as far as it can. On a failed save, the
|
||||
target takes damage as if it were hit by the arrow, plus an extra 1d6 force
|
||||
damage, and you learn the target’s current location. On a successful save,
|
||||
the target takes half as much damage, and you don’t learn its location. The
|
||||
damage, and you learn the target's current location. On a successful save,
|
||||
the target takes half as much damage, and you don't learn its location. The
|
||||
force damage increases to 2d6 when you reach 18th level in this class.
|
||||
|
||||
"""
|
||||
@@ -812,7 +812,7 @@ class BornToTheSaddle(Feature):
|
||||
"""Starting at 3rd level, your mastery as a rider becomes apparent. You have
|
||||
advantage on saving throws made to avoid falling off your mount. Ifyou fall
|
||||
off your mount and descend no more than 10 feet, you can land on your feet
|
||||
if you’re not incapacitated. Finally, mounting or dismounting a creature
|
||||
if you're not incapacitated. Finally, mounting or dismounting a creature
|
||||
costs you only 5 feet of movement, rather than half your speed.
|
||||
|
||||
"""
|
||||
@@ -828,7 +828,7 @@ class UnwaveringMark(Feature):
|
||||
someone else marks the creature.
|
||||
|
||||
While it is within 5 feet of you, a creature marked by you has disadvantage
|
||||
on any attack roll that doesn’t target you. In addition, if a creature
|
||||
on any attack roll that doesn't target you. In addition, if a creature
|
||||
marked by you deals damage to anyone other than you, you can make a special
|
||||
melee weapon attack against the marked creature as a bonus action on your
|
||||
next turn. You have advantage on the attack roll, and if it hits, the
|
||||
@@ -852,10 +852,10 @@ class UnwaveringMark(Feature):
|
||||
class WardingManeuver(Feature):
|
||||
"""At 7th level, you learn to fend off strikes directed at you, your mount, or
|
||||
other creatures nearby. If you or a creature you can see within 5 feet
|
||||
of you is hit by an attack, you can roll ld8 as a reaction if you’re
|
||||
of you is hit by an attack, you can roll ld8 as a reaction if you're
|
||||
wielding a melee weapon or a shield. Roll the die, and add the number
|
||||
rolled to the target’s AC against that attack. If the attack still hits,
|
||||
the target has resistance against the attack’s damage.
|
||||
rolled to the target's AC against that attack. If the attack still hits,
|
||||
the target has resistance against the attack's damage.
|
||||
|
||||
You can use this feature a number of times equal to your Constitution
|
||||
modifier (minimum of once), and you regain all expended uses of it when you
|
||||
@@ -875,7 +875,7 @@ class HoldTheLine(Feature):
|
||||
"""At 10th level, you become a master of locking down your enemies. Creatures
|
||||
provoke an opportunity attack from you when they move 5 feet or more while
|
||||
within your reach, and if you hit a creature with an opportunity attack,
|
||||
the target’s speed is reduced to 0 until the end of the current turn.
|
||||
the target's speed is reduced to 0 until the end of the current turn.
|
||||
|
||||
"""
|
||||
name = "Hold the Line"
|
||||
@@ -883,7 +883,7 @@ class HoldTheLine(Feature):
|
||||
|
||||
|
||||
class FerociousCharger(Feature):
|
||||
"""Starting at 15th level, you can run down your foes, whether you’re mounted
|
||||
"""Starting at 15th level, you can run down your foes, whether you're mounted
|
||||
or not. If you move at least 10 feet in a straight line right before
|
||||
attacking a creature and you hit it with the attack, that target must
|
||||
succeed on a Strength saving throw (DC 8 + your proficiency bonus + your
|
||||
@@ -898,8 +898,8 @@ class FerociousCharger(Feature):
|
||||
class VigilantDefender(Feature):
|
||||
"""Starting at 18th level, you respond to danger with extraordinary
|
||||
vigilance. In combat, you get a special reaction that you can take once on
|
||||
every creature’s turn, except your turn. You can use this special reaction
|
||||
only to make an opportunity attack, and you can’t use it on the same turn
|
||||
every creature's turn, except your turn. You can use this special reaction
|
||||
only to make an opportunity attack, and you can't use it on the same turn
|
||||
that you take your normal reaction
|
||||
|
||||
"""
|
||||
@@ -911,7 +911,7 @@ class VigilantDefender(Feature):
|
||||
class BonusProficiencySamurai(Feature):
|
||||
"""When you choose this archetype at 3rd level, you gain proficiency in one of
|
||||
the following skills ofyour choice: History, Insight, Performance, or
|
||||
Persuasion. Alterna— tively, you learn one language of your choice.
|
||||
Persuasion. Alterna- tively, you learn one language of your choice.
|
||||
|
||||
"""
|
||||
name = "Bonus Proficiency"
|
||||
@@ -934,7 +934,7 @@ class FightingSpirit(Feature):
|
||||
|
||||
|
||||
class ElegantCourtier(Feature):
|
||||
"""Starting at 7th level, your discipline and attention to de— tail allow you
|
||||
"""Starting at 7th level, your discipline and attention to de- tail allow you
|
||||
to excel in social situations. Whenever you make a Charisma (Persuasion)
|
||||
check, you gain a bonus to the check equal to your Wisdom modifier. Your
|
||||
self-control also causes you to gain proficiency in Wisdom saving
|
||||
@@ -970,13 +970,13 @@ class RapidStrike(Feature):
|
||||
|
||||
class StrengthBeforeDeath(Feature):
|
||||
"""Starting at 18th level, your fighting spirit can delay the grasp of
|
||||
death. If you take damage that reduces you to 0 hit points and doesn’t kill
|
||||
death. If you take damage that reduces you to 0 hit points and doesn't kill
|
||||
you outright, you can use your reaction to delay falling unconscious, and
|
||||
you can immediately take an extra turn, interrupting the current
|
||||
turn. While you have 0 hit points during that extra turn, taking damage
|
||||
causes death saving throw failures as normal, and three death saving throw
|
||||
failures can still kill you. When the extra turn ends, you fall unconscious
|
||||
ifyou still have 0 hit points. Once you use this feature, you can’t use it
|
||||
ifyou still have 0 hit points. Once you use this feature, you can't use it
|
||||
again until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -1016,11 +1016,11 @@ class AdeptMarksman(Feature):
|
||||
Grit. You gain a number of grit points equal to your Wisdom modifier
|
||||
(minimum of 1). You regain 1 expended grit point each time you roll a 20 on
|
||||
the d20 roll for an attack with a firearm, or deal a killing blow with a
|
||||
firearm to a creature of significant threat (DM’s discretion). You regain
|
||||
firearm to a creature of significant threat (DM's discretion). You regain
|
||||
all expended grit points after a short or long rest.
|
||||
|
||||
Saving Throws. Some of your trick shots require your targets to make a
|
||||
saving throw to resist the trick shot’s effects. The saving throw DC is
|
||||
saving throw to resist the trick shot's effects. The saving throw DC is
|
||||
calculated as follows:
|
||||
|
||||
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
|
||||
@@ -1029,20 +1029,20 @@ class AdeptMarksman(Feature):
|
||||
bring their own unique set of weapon properties. Some properties are
|
||||
followed by a number, and this number signifies an element of that property
|
||||
(outlined below). These properties replace the optional ones presented in
|
||||
the Dungeon Master’s Guide. Firearms are ranged weapons.
|
||||
the Dungeon Master's Guide. Firearms are ranged weapons.
|
||||
|
||||
Reload. The weapon can be fired a number of times equal to its Reload score
|
||||
before you must spend 1 attack or 1 action to reload. You must have one
|
||||
free hand to reload a firearm.
|
||||
|
||||
Misfire. Whenever you make an attack roll with a firearm, and the dice roll
|
||||
is equal to or lower than the weapon’s Misfire score, the weapon
|
||||
is equal to or lower than the weapon's Misfire score, the weapon
|
||||
misfires. The attack misses, and the weapon cannot be used again until you
|
||||
spend an action to try and repair it. To repair your firearm, you must make
|
||||
a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your
|
||||
a successful Tinker's Tools check (DC equal to 8 + misfire score). If your
|
||||
check fails, the weapon is broken and must be mended out of combat at a
|
||||
quarter of the cost of the firearm. Creatures who use a firearm without
|
||||
being proficient increase the weapon’s misfire score by 1.
|
||||
being proficient increase the weapon's misfire score by 1.
|
||||
|
||||
Explosive. Upon a hit, everything within 5 ft of the target must make a
|
||||
Dexterity saving throw (DC equal to 8 + your proficiency bonus + your
|
||||
@@ -1052,7 +1052,7 @@ class AdeptMarksman(Feature):
|
||||
Ammunition All firearms require ammunition to make an attack, and due to
|
||||
their rare nature, ammunition may be near impossible to find or
|
||||
purchase. However, if materials are gathered, you can craft ammunition
|
||||
yourself using your Tinker’s Tools at half the cost. Each firearm uses its
|
||||
yourself using your Tinker's Tools at half the cost. Each firearm uses its
|
||||
own unique ammunition and is generally sold or crafted in batches listed
|
||||
below next to the price.
|
||||
|
||||
@@ -1164,7 +1164,7 @@ class ForcefulShot(Feature):
|
||||
class PiercingShot(Feature):
|
||||
"""When you make a firearm attack against a creature, you can expend one grit
|
||||
point to attempt to fire through multiple opponents. The initial attack
|
||||
gains a +1 to the firearm’s misfire score. On a hit, the creature suffers
|
||||
gains a +1 to the firearm's misfire score. On a hit, the creature suffers
|
||||
normal damage and you make an attack roll with disadvantage against every
|
||||
creature in a line directly behind the target within your first range
|
||||
increment. Only the initial attack can misfire.
|
||||
@@ -1187,7 +1187,7 @@ class WingingShot(Feature):
|
||||
class ViolentShot(Feature):
|
||||
"""When you make a firearm attack against a creature, you can expend one or
|
||||
more grit points to enhance the volatility of the attack. For each grit
|
||||
point expended, the attack gains a +2 to the firearm’s misfire score. If
|
||||
point expended, the attack gains a +2 to the firearm's misfire score. If
|
||||
the attack hits, you can roll one additional weapon damage die per grit
|
||||
point spent when determining the damage.
|
||||
|
||||
|
||||
@@ -16,18 +16,18 @@ class UnarmoredDefenseMonk(Feature):
|
||||
class MartialArts(Feature):
|
||||
"""At 1st level, your practice of martial arts gives you mastery of combat
|
||||
styles that use unarmed strikes and monk weapons, which are shortswords and
|
||||
any simple melee weapons that don’t have the two-handed or heavy
|
||||
any simple melee weapons that don't have the two-handed or heavy
|
||||
property. You gain the following benefits while you are unarmed or wielding
|
||||
only monk weapons and you aren’t wearing armor or wielding a shield:
|
||||
only monk weapons and you aren't wearing armor or wielding a shield:
|
||||
|
||||
-- You can use Dexterity instead of Strength for the attack and damage rolls
|
||||
• You can use Dexterity instead of Strength for the attack and damage rolls
|
||||
of your unarmed strikes and monk weapons.
|
||||
|
||||
-- You can roll a d4 in place of the normal damage of your unarmed strike or
|
||||
• You can roll a d4 in place of the normal damage of your unarmed strike or
|
||||
monk weapon. This die changes as you gain monk levels, as shown in the
|
||||
Martial Arts column of the Monk table.
|
||||
|
||||
-- When you use the Attack action with an unarmed strike or a monk weapon on
|
||||
• When you use the Attack action with an unarmed strike or a monk weapon on
|
||||
your turn, you can make one unarmed strike as a bonus action. For example,
|
||||
if you take the Attack action and attack with a quarter- staff, you can
|
||||
also make an unarmed strike as a bonus action, assuming you haven't already
|
||||
@@ -81,7 +81,7 @@ class Ki(Feature):
|
||||
meditating to regain your ki points.
|
||||
|
||||
Some of your ki features require your target to make a saving throw to
|
||||
resist the feature’s effects. The saving throw DC is calculated as follows:
|
||||
resist the feature's effects. The saving throw DC is calculated as follows:
|
||||
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
"""
|
||||
@@ -194,7 +194,7 @@ class ExtraAttackMonk(Feature):
|
||||
|
||||
class StunningStrike(Feature):
|
||||
"""Starting at 5th level, you can interfere with the flow of ki in an
|
||||
opponent’s body. When you hit another creature with a melee weapon attack,
|
||||
opponent's body. When you hit another creature with a melee weapon attack,
|
||||
you can spend 1 ki point to attempt a stunning strike. The target must
|
||||
succeed on a Constitution saving throw or be stunned until the end of your
|
||||
next turn
|
||||
@@ -267,7 +267,7 @@ class EmptyBody(Feature):
|
||||
become invisible for 1 minute. During that time, you also have resistance
|
||||
to all damage but force damage. Additionally, you can spend 8 ki points to
|
||||
cast the astral projection spell, without needing material components. When
|
||||
you do so, you can’t take any other creatures with you.
|
||||
you do so, you can't take any other creatures with you.
|
||||
|
||||
"""
|
||||
name = "Empty Body"
|
||||
@@ -286,16 +286,16 @@ class PerfectSelf(Feature):
|
||||
# Way of the Open Hand
|
||||
class OpenHandTechnique(Feature):
|
||||
"""Starting when you choose this tradition at 3rd level, you can manipulate
|
||||
your enemy’s ki when you harness your own. Whenever you hit a creature with
|
||||
your enemy's ki when you harness your own. Whenever you hit a creature with
|
||||
one of the attacks granted by your Flurry of Blows, you can impose one of
|
||||
the following effects on that target:
|
||||
|
||||
-- It must succeed on a Dexterity saving throw or be knocked prone.
|
||||
• It must succeed on a Dexterity saving throw or be knocked prone.
|
||||
|
||||
-- It must make a Strength saving throw. If it fails, you can push it up to
|
||||
• It must make a Strength saving throw. If it fails, you can push it up to
|
||||
15 feet away from you.
|
||||
|
||||
-- It can’t take reactions until the end of your next turn
|
||||
• It can't take reactions until the end of your next turn
|
||||
|
||||
"""
|
||||
name = "Open Hand Technique"
|
||||
@@ -326,7 +326,7 @@ class Tranquility(Feature):
|
||||
|
||||
class QuiveringPalm(Feature):
|
||||
"""At 17th level, you gain the ability to set up lethal vibrations in
|
||||
someone’s body. When you hit a creature with an unarmed strike, you can
|
||||
someone's body. When you hit a creature with an unarmed strike, you can
|
||||
spend 3 ki points to start these imperceptible vibrations, which last for a
|
||||
number of days equal to your monk level. The vibrations are harmless unless
|
||||
you use your action to end them. To do so, you and the target must be on
|
||||
@@ -347,7 +347,7 @@ class ShadowArts(Feature):
|
||||
to duplicate the effects of certain spells. As an action, you can spend 2
|
||||
ki points to cast darkness, darkvision, pass without trace, or silence,
|
||||
without providing material components. Additionally, you gain the minor
|
||||
illusion cantrip if you don’t already know it.
|
||||
illusion cantrip if you don't already know it.
|
||||
|
||||
"""
|
||||
name = "Shadow Arts"
|
||||
@@ -394,7 +394,7 @@ class DiscipleOfTheElements(Feature):
|
||||
that harness the power of the four elements. A discipline requires you to
|
||||
spend ki points each time you use it. You know the Elemental Attunement
|
||||
discipline and one other elemental discipline of your choice, which are
|
||||
detailed in the “Elemental Disciplines” section below.
|
||||
detailed in the "Elemental Disciplines" section below.
|
||||
|
||||
You learn one additional elemental discipline of your choice at 6th, 11th,
|
||||
and 17th level. Whenever you learn a new elemental discipline, you can also
|
||||
@@ -405,14 +405,14 @@ class DiscipleOfTheElements(Feature):
|
||||
|
||||
**Casting Elemental Spells**: Some elemental disciplines allow you to cast
|
||||
spells. See chapter 10 for the general rules of spellcasting. To cast one o
|
||||
f these spells, you use its casting time and other rules, but you don’t
|
||||
f these spells, you use its casting time and other rules, but you don't
|
||||
need to provide material components for it. Once you reach 5th level in
|
||||
this class, you can spend additional ki points to increase the level of an
|
||||
elemental discipline spell that you cast, provided that the spell has an
|
||||
enhanced effect at a higher level, as burning hands does. The spell's level
|
||||
increases by 1 for each additional ki point you spend. For example, if you
|
||||
are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands,
|
||||
you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s
|
||||
you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's
|
||||
base cost of 2 ki points plus 1).
|
||||
|
||||
The maximum number of ki points you can spend to cast a spell in this way
|
||||
@@ -437,16 +437,16 @@ class ElementalAttunement(Feature):
|
||||
"""You can use your action to briefly control elemental forces nearby, causing
|
||||
one of the following effects of your choice:
|
||||
|
||||
-- Create a harmless, instantaneous sensory effect related to air, earth,
|
||||
• Create a harmless, instantaneous sensory effect related to air, earth,
|
||||
fire, or water, such as a shower of sparks, a puff of wind, a spray o f
|
||||
light mist, or a gentle rumbling of stone.
|
||||
|
||||
-- Instantaneously light or snuff out a candle, a torch, or a small
|
||||
• Instantaneously light or snuff out a candle, a torch, or a small
|
||||
campfire.
|
||||
|
||||
-- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
|
||||
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
|
||||
|
||||
-- Cause earth, fire, water, or mist that can fit within a 1-foot cube to
|
||||
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to
|
||||
shape itself into a crude form you desig nate for 1 minute.
|
||||
|
||||
"""
|
||||
@@ -515,7 +515,7 @@ class FistOfUnbrokenAir(Feature):
|
||||
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
|
||||
bludgeoning damage for each additional ki point you spend, and you can push
|
||||
the creature up to 20 feet away from you and knock it prone. On a
|
||||
successful save, the creature takes half as much damage, and you don’t push
|
||||
successful save, the creature takes half as much damage, and you don't push
|
||||
it or knock it prone.
|
||||
|
||||
"""
|
||||
@@ -591,12 +591,12 @@ class ShapeTheFlowingRiver(Feature):
|
||||
"""As an action, you can spend 1 ki point to choose an area of ice or water no
|
||||
larger than 30 feet on a side within 120 feet o f you. You can change water
|
||||
to ice within the area and vice versa, and you can reshape ice in the area
|
||||
in any manner you choose. You can raise or lower the ice’s elevation,
|
||||
in any manner you choose. You can raise or lower the ice's elevation,
|
||||
create or fill in a trench, erect or flatten a wall, or form a pillar. The
|
||||
extent of any such changes can’t exceed half the area’s largest
|
||||
extent of any such changes can't exceed half the area's largest
|
||||
dimension. For example, if you affect a 30-foot square, you can create a
|
||||
pillar up to 15 feet high, raise or lower the square’s elevation by up to
|
||||
15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the
|
||||
pillar up to 15 feet high, raise or lower the square's elevation by up to
|
||||
15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the
|
||||
ice to trap or injure a creature in the area.
|
||||
|
||||
"""
|
||||
@@ -620,7 +620,7 @@ class WaterWhip(Feature):
|
||||
failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
|
||||
bludgeoning damage for each additional ki point you spend, and you can
|
||||
either knock it prone or pull it up to 25 feet closer to you. On a
|
||||
successful save, the creature takes half as much damage, and you don’t pull
|
||||
successful save, the creature takes half as much damage, and you don't pull
|
||||
it or knock it prone
|
||||
|
||||
"""
|
||||
@@ -769,7 +769,7 @@ class TipsySway(Feature):
|
||||
"""Starting at 6th level, you can move in sudden, swaying ways. You gain the
|
||||
following benefits.
|
||||
|
||||
**Leap to Your Feet**: When you’re prone, you can stand up
|
||||
**Leap to Your Feet**: When you're prone, you can stand up
|
||||
by spending 5 feet of movement, rather than half your speed.
|
||||
|
||||
**Redirect Attack**: When a creature misses you with a melee attack roll,
|
||||
@@ -816,10 +816,10 @@ class PathOfTheKensei(Feature):
|
||||
one melee weapon and one ranged weapon. Each of these weapons can be any
|
||||
sim- ple or martial weapon that lacks the heavy and special properties. The
|
||||
longbow is also a valid choice. You gain proficiency with these weapons if
|
||||
you don’t already have it. Weapons of the chosen types are monk weapons for
|
||||
you. Many of this tradition’s features work only with your kensei
|
||||
you don't already have it. Weapons of the chosen types are monk weapons for
|
||||
you. Many of this tradition's features work only with your kensei
|
||||
weapons. When you reach 6th, 11th, and 17th level in this class. you can
|
||||
choose another type of weapon—either melee or ranged—to be a kensei weapon
|
||||
choose another type of weapon-either melee or ranged-to be a kensei weapon
|
||||
for you. following the criteria above.
|
||||
|
||||
**Agile Parry**: If you make an unarmed strike as part of the Attack action
|
||||
@@ -828,10 +828,10 @@ class PathOfTheKensei(Feature):
|
||||
of your next turn, while the weapon is in your hand and you aren't
|
||||
incapacitated.
|
||||
|
||||
**Kensei’s Shot**: You can use a bonus action on your turn to make your
|
||||
**Kensei's Shot**: You can use a bonus action on your turn to make your
|
||||
ranged attacks with a kensei weapon more deadly. When you do so, any target
|
||||
you hit with a ranged attack using a kensei weapon takes an extra 1d4
|
||||
damage of the weapons type. You retain this benefit un— til the end of the
|
||||
damage of the weapons type. You retain this benefit un- til the end of the
|
||||
current turn.
|
||||
|
||||
**Way ofthe Brush**: You gain proficiency with your choice of
|
||||
|
||||
@@ -79,7 +79,7 @@ class PaladinFightingStyle(FeatureSelector):
|
||||
class DivineSmite(Feature):
|
||||
"""Starting at 2nd level, when you hit a creature with a melee weapon attack,
|
||||
you can expend one paladin spell slot to deal radiant damage to the target,
|
||||
in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level
|
||||
in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level
|
||||
spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of
|
||||
5d8. The damage increases by 1d8 if the target is an undead or a fiend.
|
||||
|
||||
@@ -119,7 +119,7 @@ class AuraOfProtection(Feature):
|
||||
|
||||
class AuraOfCourage(Feature):
|
||||
"""Starting at 10th level, you and friendly creatures within 10 feet of you
|
||||
can’t be frightened while you are conscious.
|
||||
can't be frightened while you are conscious.
|
||||
|
||||
At 18th level, the range of this aura increases to 30 feet
|
||||
|
||||
@@ -198,9 +198,9 @@ class TurnTheUnholy(Feature):
|
||||
until it takes damage.
|
||||
|
||||
A turned creature must spend its turns trying to move as far away from you
|
||||
as it can, and it can’t willingly move to a space within 30 feet of you. It
|
||||
also can’t take reactions. For its action, it can use only the Dash action
|
||||
or try to escape from an effect that prevents it from moving. If there’s
|
||||
as it can, and it can't willingly move to a space within 30 feet of you. It
|
||||
also can't take reactions. For its action, it can use only the Dash action
|
||||
or try to escape from an effect that prevents it from moving. If there's
|
||||
nowhere to move, the creature can use the Dodge action.
|
||||
|
||||
"""
|
||||
@@ -210,7 +210,7 @@ class TurnTheUnholy(Feature):
|
||||
|
||||
class AuraOfDevotion(Feature):
|
||||
"""Starting at 7th level, you and friendly creatures within 10 feet of you
|
||||
can’t be charmed while you are conscious. At 18th level, the range of this
|
||||
can't be charmed while you are conscious. At 18th level, the range of this
|
||||
aura increases to 30 feet.
|
||||
|
||||
"""
|
||||
@@ -236,7 +236,7 @@ class HolyNimbus(Feature):
|
||||
creature takes 10 radiant damage.
|
||||
|
||||
In addition, for the duration, you have advantage on saving throws against
|
||||
spells cast by fiends or undead. Once you use this feature, you can’t use
|
||||
spells cast by fiends or undead. Once you use this feature, you can't use
|
||||
it again until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -272,7 +272,7 @@ class RebukeTheViolent(Feature):
|
||||
class AuraOfTheGuardian(Feature):
|
||||
"""Starting at 7th level, you can shield others from harm at the cost of your
|
||||
own health. When a creature within 10 feet of you takes damage, you can use
|
||||
your reaction to magically take that damage, instead of that creature tak—
|
||||
your reaction to magically take that damage, instead of that creature tak-
|
||||
ing it. This feature doesn't transfer any other effects that might
|
||||
accompany the damage, and this damage can't be reduced in any way. At 18th
|
||||
level, the range of this aura increases to 30 feet.
|
||||
@@ -296,7 +296,7 @@ class ProtectiveSpirit(Feature):
|
||||
class EmissaryOfRedemption(Feature):
|
||||
"""At 20th level, you become an avatar of peace, which gives you two benefits:
|
||||
|
||||
--You have resistance to all damage dealt by other crea— tures (their
|
||||
--You have resistance to all damage dealt by other crea- tures (their
|
||||
attacks, spells, and other effects).
|
||||
|
||||
--Whenever a creature hits you with an attack, it takes radiant damage
|
||||
|
||||
@@ -6,7 +6,7 @@ from .. import armor, spells
|
||||
class Darkvision(Feature):
|
||||
"""Accustomed to life underground, you have superior vision in dark and dim
|
||||
conditions. You can see in dim light within 60 feet of you as if it were
|
||||
bright light, and in darkness as if it were dim light. You can’t discern
|
||||
bright light, and in darkness as if it were dim light. You can't discern
|
||||
color in darkness, only shades of gray.
|
||||
|
||||
"""
|
||||
@@ -17,7 +17,7 @@ class Darkvision(Feature):
|
||||
class SuperiorDarkvision(Feature):
|
||||
"""Accustomed to life underground, you have superior vision in dark and dim
|
||||
conditions. You can see in dim light within 120 feet of you as if it were
|
||||
bright light, and in darkness as if it were dim light. You can’t discern
|
||||
bright light, and in darkness as if it were dim light. You can't discern
|
||||
color in darkness, only shades of gray.
|
||||
|
||||
"""
|
||||
@@ -76,7 +76,7 @@ class DwarvenToughness(Feature):
|
||||
|
||||
# Elves
|
||||
class FeyAncestry(Feature):
|
||||
"""You have advantage on saving throws against being charmed, and magic can’t
|
||||
"""You have advantage on saving throws against being charmed, and magic can't
|
||||
put you to sleep.
|
||||
|
||||
"""
|
||||
@@ -85,9 +85,9 @@ class FeyAncestry(Feature):
|
||||
|
||||
|
||||
class Trance(Feature):
|
||||
"""Elves don’t need to sleep. Instead, they meditate deeply, remaining
|
||||
"""Elves don't need to sleep. Instead, they meditate deeply, remaining
|
||||
semiconscious, for 4 hours a day. (The Common word for such meditation is
|
||||
“trance.”) While meditating, you can dream after a fashion; such dreams are
|
||||
"trance.") While meditating, you can dream after a fashion; such dreams are
|
||||
actually mental exercises that have become reflexive through years of
|
||||
practice. After resting in this way, you gain the same benefit that a human
|
||||
does from 8 hours of sleep.
|
||||
@@ -190,27 +190,27 @@ class DraconicAncestry(Feature):
|
||||
Ancestry table. Your breath weapon and damage resistance are determined by the
|
||||
dragon type.
|
||||
|
||||
Dragon -- Damage Type -- Breath Weapon
|
||||
Dragon • Damage Type • Breath Weapon
|
||||
|
||||
Black -- Acid -- 5 by 30 ft. line (DEX save)
|
||||
Black • Acid • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Blue -- Lightning -- 5 by 30 ft. line (DEX save)
|
||||
Blue • Lightning • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Brass -- Fire -- 5 by 30 ft. line (DEX save)
|
||||
Brass • Fire • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Bronze -- Lightning -- 5 by 30 ft. line (DEX save)
|
||||
Bronze • Lightning • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Copper -- Acid -- 5 by 30 ft. line (DEX save)
|
||||
Copper • Acid • 5 by 30 ft. line (DEX save)
|
||||
|
||||
Gold -- Fire -- 15 ft. cone (DEX save)
|
||||
Gold • Fire • 15 ft. cone (DEX save)
|
||||
|
||||
Green -- Poison -- 15 ft. cone (CON save)
|
||||
Green • Poison • 15 ft. cone (CON save)
|
||||
|
||||
Red -- Fire -- 15 ft. cone (DEX save)
|
||||
Red • Fire • 15 ft. cone (DEX save)
|
||||
|
||||
Silver -- Cold -- 15 ft. cone (CON save)
|
||||
Silver • Cold • 15 ft. cone (CON save)
|
||||
|
||||
White -- White -- 15 ft. cone (CON save)
|
||||
White • White • 15 ft. cone (CON save)
|
||||
|
||||
"""
|
||||
name = "Draconic Ancestry"
|
||||
@@ -226,7 +226,7 @@ class BreathWeapon(Feature):
|
||||
modifier + your proficiency bonus. A creature takes 2d6 damage on a failed
|
||||
save, and half as much damage on a successful one. The damage increases to
|
||||
3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use
|
||||
your breath weapon, you can’t use it again until you complete a short or
|
||||
your breath weapon, you can't use it again until you complete a short or
|
||||
long rest. Damage
|
||||
|
||||
"""
|
||||
@@ -285,7 +285,7 @@ class ArtificersLore(Feature):
|
||||
|
||||
|
||||
class Tinker(Feature):
|
||||
"""You have proficiency with artisan’s tools (tinker’s tools). Using those
|
||||
"""You have proficiency with artisan's tools (tinker's tools). Using those
|
||||
tools, you can spend 1 hour and 10 gp worth of materials to construct a
|
||||
Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24
|
||||
hours (unless you spend 1 hour repairing it to keep the device
|
||||
@@ -303,7 +303,7 @@ class Tinker(Feature):
|
||||
light a candle, torch, or campfire. Using the device requires your action.
|
||||
|
||||
*Music Box*: When opened, this music box plays a single song at a moderate
|
||||
volume. The box stops playing when it reaches the song’s end or when
|
||||
volume. The box stops playing when it reaches the song's end or when
|
||||
|
||||
"""
|
||||
|
||||
@@ -321,7 +321,7 @@ class StoneCamouflage(Feature):
|
||||
# Half-Orcs
|
||||
class RelentlessEndurance(Feature):
|
||||
"""When you are reduced to 0 hit points but not killed outright, you can drop
|
||||
to 1 hit point instead. You can’t use this feature again until you finish a
|
||||
to 1 hit point instead. You can't use this feature again until you finish a
|
||||
long rest.
|
||||
|
||||
"""
|
||||
@@ -331,7 +331,7 @@ class RelentlessEndurance(Feature):
|
||||
|
||||
class SavageAttacks(Feature):
|
||||
"""When you score a critical hit with a melee weapon attack, you can roll one
|
||||
of the weapon’s damage dice one additional time and add it to the extra
|
||||
of the weapon's damage dice one additional time and add it to the extra
|
||||
damage of the critical hit.
|
||||
|
||||
"""
|
||||
@@ -636,7 +636,7 @@ class GuardiansOfTheDepths(Feature):
|
||||
|
||||
# Genasi
|
||||
class UnendingBreath(Feature):
|
||||
"""You can hold your breath indefinitely while you’re not incapacitated.
|
||||
"""You can hold your breath indefinitely while you're not incapacitated.
|
||||
|
||||
"""
|
||||
name = "Unending Breath"
|
||||
|
||||
@@ -36,21 +36,21 @@ class NaturalExplorer(Feature):
|
||||
|
||||
When you make an Intelligence or Wisdom check related to your favored
|
||||
terrain, your proficiency bonus is doubled if you are using a skill that
|
||||
you’re proficient in. While traveling for an hour or more in your favored
|
||||
you're proficient in. While traveling for an hour or more in your favored
|
||||
terrain, you gain the following benefits:
|
||||
|
||||
-- Difficult terrain doesn’t slow your group’s travel.
|
||||
• Difficult terrain doesn't slow your group's travel.
|
||||
|
||||
-- Your group can’t become lost except by magical means.
|
||||
• Your group can't become lost except by magical means.
|
||||
|
||||
-- Even when you are engaged in another activity while traveling
|
||||
• Even when you are engaged in another activity while traveling
|
||||
(such as foraging, navigating, or tracking), you remain alert to danger.
|
||||
|
||||
-- If you are traveling alone, you can move stealthily at a normal pace.
|
||||
• If you are traveling alone, you can move stealthily at a normal pace.
|
||||
|
||||
-- When you forage, you find twice as much food as you normally would.
|
||||
• When you forage, you find twice as much food as you normally would.
|
||||
|
||||
-- While tracking other creatures, you also learn their exact number, their
|
||||
• While tracking other creatures, you also learn their exact number, their
|
||||
sizes, and how long ago they passed through the area.
|
||||
|
||||
"""
|
||||
@@ -137,8 +137,8 @@ class PrimevalAwareness(Feature):
|
||||
level of the spell slot you expend, you can sense whether the following
|
||||
types of creatures are present within 1 mile of you (or within up to 6
|
||||
miles if you are in your favored terrain): aberrations, celestials,
|
||||
dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal
|
||||
the creatures’ location or number.
|
||||
dragons, elementals, fey, fiends, and undead. This feature doesn't reveal
|
||||
the creatures' location or number.
|
||||
|
||||
"""
|
||||
name = "Primeval Awareness"
|
||||
@@ -173,7 +173,7 @@ class HideInPlainSight(Feature):
|
||||
|
||||
class Vanish(Feature):
|
||||
"""Starting at 14th level, you can use the Hide action as a bonus action on
|
||||
your turn. Also, you can’t be tracked by nonmagical means, unless you
|
||||
your turn. Also, you can't be tracked by nonmagical means, unless you
|
||||
choose to leave a trail.
|
||||
|
||||
"""
|
||||
@@ -183,10 +183,10 @@ class Vanish(Feature):
|
||||
|
||||
class FeralSenses(Feature):
|
||||
"""At 18th level, you gain preternatural senses that help you fight creatures
|
||||
you can’t see. When you attack a creature you can’t see, your inability to
|
||||
see it doesn’t impose disadvantage on your attack rolls against it. You are
|
||||
you can't see. When you attack a creature you can't see, your inability to
|
||||
see it doesn't impose disadvantage on your attack rolls against it. You are
|
||||
also aware of the location of any invisible creature within 30 feet of you,
|
||||
provided that the creature isn’t hidden from you and you aren’t blinded or
|
||||
provided that the creature isn't hidden from you and you aren't blinded or
|
||||
deafened
|
||||
|
||||
"""
|
||||
@@ -209,7 +209,7 @@ class FoeSlayer(Feature):
|
||||
# Hunter
|
||||
class ColossusSlayer(Feature):
|
||||
"""Your tenacity can wear down the most potent foes. When you hit a creature
|
||||
with a weapon attack, the creature takes an extra 1d8 damage if it’s below
|
||||
with a weapon attack, the creature takes an extra 1d8 damage if it's below
|
||||
its hit point maximum. You can deal this extra damage only once per turn.
|
||||
|
||||
"""
|
||||
@@ -300,7 +300,7 @@ class DefensiveTactics(FeatureSelector):
|
||||
|
||||
class Volley(Feature):
|
||||
"""You can use your action to make a ranged attack against any number of
|
||||
creatures within 10 feet o f a point you can see within your weapon’s
|
||||
creatures within 10 feet o f a point you can see within your weapon's
|
||||
range. You must have ammunition for each target, as normal, and you make a
|
||||
separate attack roll for each target
|
||||
|
||||
@@ -367,13 +367,13 @@ class RangersCompanion(Feature):
|
||||
adventures and is trained to fight alongside you. Choose a beast that is no
|
||||
larger than Medium and that has a challenge rating of 1/4 or lower
|
||||
(appendix D presents statistics for the hawk, mastiff, and panther as
|
||||
examples). Add your proficiency bonus to the beast’s AC, attack rolls, and
|
||||
examples). Add your proficiency bonus to the beast's AC, attack rolls, and
|
||||
damage rolls, as well as to any saving throws and skills it is proficient
|
||||
in. Its hit point maximum equals its normal maximum or four times your
|
||||
ranger level, whichever is higher.
|
||||
|
||||
The beast obeys your commands as best as it can. It takes its turn on your
|
||||
initiative, though it doesn’t take an action unless you command it to. On
|
||||
initiative, though it doesn't take an action unless you command it to. On
|
||||
your turn, you can verbally command the beast where to move (no action
|
||||
required by you). You can use your action to verbally command it to take
|
||||
the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra
|
||||
@@ -382,7 +382,7 @@ class RangersCompanion(Feature):
|
||||
|
||||
While traveling through your favored terrain with only the beast, you can
|
||||
move stealthily at a normal pace. If the beast dies, you can obtain another
|
||||
one by spending 8 hours magically bonding with another beast that isn’t
|
||||
one by spending 8 hours magically bonding with another beast that isn't
|
||||
hostile to you, either the same type of beast as before or a different one.
|
||||
|
||||
"""
|
||||
@@ -392,7 +392,7 @@ class RangersCompanion(Feature):
|
||||
|
||||
class ExceptionalTraining(Feature):
|
||||
"""Beginning at 7th level, on any of your turns when your beast companion
|
||||
doesn’t attack, you can use a bonus action to command the beast to take the
|
||||
doesn't attack, you can use a bonus action to command the beast to take the
|
||||
Dash, Disengage, Dodge, or Help action on its turn
|
||||
|
||||
"""
|
||||
@@ -447,7 +447,7 @@ class UmbralSight(Feature):
|
||||
|
||||
|
||||
class IronMind(Feature):
|
||||
"""By 7th level, you have honed your ability to resist the mind—altering
|
||||
"""By 7th level, you have honed your ability to resist the mind-altering
|
||||
powers of your prey. You gain proficiency in Wisdom saving throws. Ifyou
|
||||
already have this proficiency, you instead gain proficiency in
|
||||
Intelligence or Charisma saving throws (your choice)
|
||||
@@ -475,7 +475,7 @@ class StalkersFlurry(Feature):
|
||||
class ShadowyDodge(Feature):
|
||||
"""Starting at 15th level, you can dodge in unforeseen ways, with wisps of
|
||||
supernatural shadow around you. Whenever a creature makes an attack roll
|
||||
against you and doesn’t have advantage on the roll, you can use your
|
||||
against you and doesn't have advantage on the roll, you can use your
|
||||
reaction to impose disadvantage on it. You must use this feature before you
|
||||
know the outcome of the attack roll.
|
||||
|
||||
@@ -489,7 +489,7 @@ class DetectPortal(Feature):
|
||||
"""At 3rd level, you gain the ability to magically sense the presence of a
|
||||
planar portal. As an action, you detect the distance and direction to the
|
||||
closest planar portal within 1 mile of you. Once you use this feature, you
|
||||
can’t use it again until you finish a short or long rest.
|
||||
can't use it again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
name = "Detect Portal"
|
||||
@@ -520,7 +520,7 @@ class EtherealStep(Feature):
|
||||
"""At 7th level, you learn to step through the Ethereal Plane. As a bonus
|
||||
action, you can cast the etherealncss spell with this feature, without
|
||||
expending a spell slot, but the spell ends at the end of the current
|
||||
turn. Once you use this feature, you can’t use it again until you finish a
|
||||
turn. Once you use this feature, you can't use it again until you finish a
|
||||
short or long rest
|
||||
|
||||
"""
|
||||
@@ -544,7 +544,7 @@ class SpectralDefense(Feature):
|
||||
"""At 15th level, your ability to move between planes enables you to slip
|
||||
through the planar boundaries to lessen the harm done to you during
|
||||
battle. When you take damage from an attack, you can use your reaction to
|
||||
give yourself resistance to all of that attack’s damage on this turn
|
||||
give yourself resistance to all of that attack's damage on this turn
|
||||
|
||||
"""
|
||||
name = "Spectral Defense"
|
||||
@@ -558,7 +558,7 @@ class HuntersSense(Feature):
|
||||
within 60 feet ofyou. You immediately learn whether the creature has any
|
||||
damage immunities, resistances, or vulnerabilities and What they are. If
|
||||
the creature is hidden from divination magic, you sense that it has no
|
||||
damage immunities, re— sistances, or vulnerabilities. You can use this
|
||||
damage immunities, re- sistances, or vulnerabilities. You can use this
|
||||
feature a number of times equal to your Wisdom modifier (minimum of
|
||||
once). You regain all expended uses of it when you finish a long rest.
|
||||
|
||||
@@ -586,8 +586,8 @@ class SlayersPrey(Feature):
|
||||
|
||||
|
||||
class SupernaturalDefense(Feature):
|
||||
"""At 7th level, you gain extra resilience against your prey’s assaults on
|
||||
your mind and body. Whenever the target of your Slayer’s Prey forces you to
|
||||
"""At 7th level, you gain extra resilience against your prey's assaults on
|
||||
your mind and body. Whenever the target of your Slayer's Prey forces you to
|
||||
make a saving throw and whenever you make an ability check to escape that
|
||||
targets grapple, add 1d6 to your roll
|
||||
|
||||
@@ -597,11 +597,11 @@ class SupernaturalDefense(Feature):
|
||||
|
||||
|
||||
class MagicUsersNemesis(Feature):
|
||||
"""At 11th level, you gain the ability to thwart someone else’s magic. When
|
||||
"""At 11th level, you gain the ability to thwart someone else's magic. When
|
||||
you see a creature casting a spell or teleporting within 60 feet of you,
|
||||
you can use your reaction to try to magically foil it. The creature must
|
||||
succeed on a Wisdom saving throw against your spell save DC, or its spell
|
||||
or teleport fails and is wasted. Once you use this feature, you can’t use
|
||||
or teleport fails and is wasted. Once you use this feature, you can't use
|
||||
it again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
@@ -611,11 +611,11 @@ class MagicUsersNemesis(Feature):
|
||||
|
||||
class SlayersCounter(Feature):
|
||||
"""At 15th level, you gain the ability to counterattack when your prey tries
|
||||
to sabotage you. If the target of your Slayer’s Prey forces you to make a
|
||||
to sabotage you. If the target of your Slayer's Prey forces you to make a
|
||||
saving throw, you can use your reaction to make one weapon attack against
|
||||
the quarry. You make this attack immediately before making the saving
|
||||
throw. If your attack hits, your save automatir cally succeeds, in addition
|
||||
to the attack’s normal effects
|
||||
to the attack's normal effects
|
||||
|
||||
"""
|
||||
name = "Slayer's Counter"
|
||||
@@ -657,9 +657,9 @@ class NaturalExplorerRevised(Feature):
|
||||
In addition, you are skilled at navigating the wilderness. You gain the
|
||||
following benefits when traveling for an hour or more:
|
||||
|
||||
--Difficult terrain doesn’t slow your group’s travel.
|
||||
--Difficult terrain doesn't slow your group's travel.
|
||||
|
||||
--Your group can’t become lost except by magical means.
|
||||
--Your group can't become lost except by magical means.
|
||||
|
||||
--Even when you are engaged in another activity while traveling (such as
|
||||
foraging, navigating, or tracking), you remain alert to danger.
|
||||
@@ -695,7 +695,7 @@ class PrimevalAwarenessRevised(Feature):
|
||||
concentration (as if you were concentrating on a spell), you can sense
|
||||
whether any of your favored enemies are present within 5 miles of you. This
|
||||
feature reveals which of your favored enemies are present, their numbers,
|
||||
and the creatures’ general direction and distance (in miles) from you.
|
||||
and the creatures' general direction and distance (in miles) from you.
|
||||
|
||||
If there are multiple groups of your favored enemies within range, you
|
||||
learn this information for each group.
|
||||
@@ -763,12 +763,12 @@ class AnimalCompanion(Feature):
|
||||
of creatures would logically be present in the area.
|
||||
|
||||
At the end of the 8 hours, your animal companion appears and gains all the
|
||||
benefits of your Companion’s Bond ability. You can have only one animal
|
||||
benefits of your Companion's Bond ability. You can have only one animal
|
||||
companion at a time.
|
||||
|
||||
If your animal companion is ever slain, the magical bond you share allows
|
||||
you to return it to life. With 8 hours of work and the expenditure of 25 gp
|
||||
worth of rare herbs and fine food, you call forth your companion’s spirit
|
||||
worth of rare herbs and fine food, you call forth your companion's spirit
|
||||
and use your magic to create a new body for it. You can return an animal
|
||||
companion to life in this manner even if you do not possess any part of its
|
||||
body.
|
||||
@@ -802,16 +802,16 @@ class CompanionsBond(Feature):
|
||||
also becomes proficient with all saving throws. For each level you gain
|
||||
after 3rd, your animal companion gains an additional hit die and increases
|
||||
its hit points accordingly. Whenever you gain the Ability Score Improvement
|
||||
class feature, your companion’s abilities also improve. Your companion can
|
||||
class feature, your companion's abilities also improve. Your companion can
|
||||
increase one ability score of your choice by 2, or it can increase two
|
||||
ability scores of your choice by 1. As normal, your companion can’t
|
||||
ability scores of your choice by 1. As normal, your companion can't
|
||||
increase an ability score above 20 using this feature unless its
|
||||
description specifies otherwise.
|
||||
|
||||
Your companion shares your alignment, and has a personality trait and a
|
||||
flaw that you can roll for or select from the tables below. Your companion
|
||||
shares your ideal, and its bond is always, \“The ranger who travels with me
|
||||
is a beloved companion for whom I would gladly give my life.\”
|
||||
shares your ideal, and its bond is always, \"The ranger who travels with me
|
||||
is a beloved companion for whom I would gladly give my life.\"
|
||||
|
||||
"""
|
||||
name = "Companions Bond"
|
||||
@@ -848,7 +848,7 @@ class StormOfClawsAndFangs(Feature):
|
||||
|
||||
class SuperiorBeastsDefense(Feature):
|
||||
"""At 15th level, whenever an attacker that your companion can see hits it
|
||||
with an attack, it can use its reaction to halve the attack’s damage
|
||||
with an attack, it can use its reaction to halve the attack's damage
|
||||
against it.
|
||||
|
||||
"""
|
||||
@@ -873,7 +873,7 @@ class UnderdarkScout(Feature):
|
||||
|
||||
class StalkersDodge(Feature):
|
||||
"""At 15th level, whenever a creature attacks you and does not have advantage,
|
||||
you can use your reaction to impose disadvantage on the creature’s attack
|
||||
you can use your reaction to impose disadvantage on the creature's attack
|
||||
roll against you. You can use this feature before or after the attack roll
|
||||
is made, but it must be used before the outcome of the roll is determined
|
||||
|
||||
|
||||
@@ -5,12 +5,12 @@ from math import ceil
|
||||
# PHB
|
||||
class RogueExpertise(Feature):
|
||||
"""At 1st level, choose two of your skill proficiencies, or one of your skill
|
||||
proficiencies and your proficiency with thieves’ tools. Your proficiency
|
||||
proficiencies and your proficiency with thieves' tools. Your proficiency
|
||||
bonus is doubled for any ability check you make that uses either of the
|
||||
chosen proficiencies.
|
||||
|
||||
At 6th level, you can choose two more of your
|
||||
proficiencies (in skills or with thieves’ tools) to gain this benefit.
|
||||
proficiencies (in skills or with thieves' tools) to gain this benefit.
|
||||
|
||||
Add these skills to "skill_expertise" in your character.py file
|
||||
|
||||
@@ -20,13 +20,13 @@ class RogueExpertise(Feature):
|
||||
|
||||
|
||||
class SneakAttack(Feature):
|
||||
"""Beginning at 1st level, you know how to strike subtly and exploit a foe’s
|
||||
"""Beginning at 1st level, you know how to strike subtly and exploit a foe's
|
||||
distraction. Once per turn, you can deal an extra 1d6 damage to one
|
||||
creature you hit with an attack if you have advantage on the attack
|
||||
roll. The attack must use a finesse or a ranged weapon.
|
||||
|
||||
You don’t need advantage on the attack roll if another enemy of the target
|
||||
is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
|
||||
You don't need advantage on the attack roll if another enemy of the target
|
||||
is within 5 feet of it, that enemy isn't incapacitated, and you don't have
|
||||
disadvantage on the attack roll.
|
||||
|
||||
The amount of the extra damage increases as you gain levels in this class,
|
||||
@@ -56,7 +56,7 @@ class CunningAction(Feature):
|
||||
|
||||
class UncannyDodge(Feature):
|
||||
"""Starting at 5th level, when an attacker that you can see hits you with an
|
||||
attack, you can use your reaction to halve the attack’s damage against you.
|
||||
attack, you can use your reaction to halve the attack's damage against you.
|
||||
|
||||
"""
|
||||
name = "Uncanny Dodge"
|
||||
@@ -65,7 +65,7 @@ class UncannyDodge(Feature):
|
||||
|
||||
class Evasion(Feature):
|
||||
"""Beginning at 7th level, you can nimbly dodge out o f the way of certain
|
||||
area effects, such as a red dragon’s fiery breath or an ice storm
|
||||
area effects, such as a red dragon's fiery breath or an ice storm
|
||||
spell. When you are subjected to an effect that allows you to make a
|
||||
Dexterity saving throw to take only half damage, you instead take no damage
|
||||
if you succeed on the saving throw, and only half damage if you fail.
|
||||
@@ -105,7 +105,7 @@ class SlipperyMind(Feature):
|
||||
class Elusive(Feature):
|
||||
"""Beginning at 18th level, you are so evasive that attackers rarely gain the
|
||||
upper hand against you. No attack roll has advantage against you while you
|
||||
aren’t incapacitated.
|
||||
aren't incapacitated.
|
||||
|
||||
"""
|
||||
name = "Elusive"
|
||||
@@ -118,7 +118,7 @@ class StrokeOfLuck(Feature):
|
||||
into a hit. Alternatively, if you fail an ability check, you can treat the
|
||||
d20 roll as a 20.
|
||||
|
||||
Once you use this feature, you can’t use it again until you finish a short
|
||||
Once you use this feature, you can't use it again until you finish a short
|
||||
or long rest.
|
||||
|
||||
"""
|
||||
@@ -129,7 +129,7 @@ class StrokeOfLuck(Feature):
|
||||
# Thief
|
||||
class FastHands(Feature):
|
||||
"""Starting at 3rd level, you can use the bonus action granted by your Cunning
|
||||
Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools
|
||||
Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools
|
||||
to disarm a trap or open a lock, or take the Use an Object action.
|
||||
|
||||
"""
|
||||
@@ -171,7 +171,7 @@ class ThiefsReflexes(Feature):
|
||||
"""When you reach 17th level, you have become adept at laying ambushes and
|
||||
quickly escaping danger. You can take two turns during the first round of
|
||||
any combat. You take your first turn at your normal initiative and your
|
||||
second turn at your initiative minus 10. You can’t use this feature when
|
||||
second turn at your initiative minus 10. You can't use this feature when
|
||||
you are surprised.
|
||||
|
||||
"""
|
||||
@@ -183,7 +183,7 @@ class ThiefsReflexes(Feature):
|
||||
class Assassinate(Feature):
|
||||
"""Starting at 3rd level, you are at your deadliest when you get the drop on
|
||||
your enemies. You have advantage on attack rolls against any creature that
|
||||
hasn’t taken a turn in the combat yet. In addition, any hit you score
|
||||
hasn't taken a turn in the combat yet. In addition, any hit you score
|
||||
against a creature that is surprised is a critical hit.
|
||||
|
||||
"""
|
||||
@@ -194,7 +194,7 @@ class Assassinate(Feature):
|
||||
class InfiltrationExpertise(Feature):
|
||||
"""Starting at 9th level, you can unfailingly create false identities for
|
||||
yourself. You must spend seven days and 25 gp to establish the history,
|
||||
profession, and affiliations for an identity. You can’t establish an
|
||||
profession, and affiliations for an identity. You can't establish an
|
||||
identity that belongs to someone else. For example, you might acquire
|
||||
appropriate clothing, letters of introduction, and official- looking
|
||||
certification to establish yourself as a member of a trading house from a
|
||||
@@ -209,9 +209,9 @@ class InfiltrationExpertise(Feature):
|
||||
|
||||
|
||||
class Imposter(Feature):
|
||||
"""At 13th level, you gain the ability to unerringly mimic another person’s
|
||||
"""At 13th level, you gain the ability to unerringly mimic another person's
|
||||
speech, writing, and behavior. You must spend at least three hours studying
|
||||
these three components of the person’s behavior, listening to speech,
|
||||
these three components of the person's behavior, listening to speech,
|
||||
examining handwriting, and observing mannerisms. Your ruse is indiscernible
|
||||
to the casual observer. If a wary creature suspects something is amiss, you
|
||||
have advantage on any Charisma (Deception) check you make to avoid
|
||||
@@ -238,17 +238,17 @@ class MageHandLegerdemain(Feature):
|
||||
"""Starting at 3rd level, when you cast mage hand, you can make the spectral
|
||||
hand invisible, and you can perform the following additional tasks with it:
|
||||
|
||||
-- You can stow one object the hand is holding in a container worn or
|
||||
• You can stow one object the hand is holding in a container worn or
|
||||
carried by another creature.
|
||||
|
||||
-- You can retrieve an object in a container worn or carried by another
|
||||
• You can retrieve an object in a container worn or carried by another
|
||||
creature.
|
||||
|
||||
--You can use thieves’ tools to pick locks and disarm traps at range
|
||||
--You can use thieves' tools to pick locks and disarm traps at range
|
||||
|
||||
You can perform one of these tasks without being noticed by a creature if
|
||||
you succeed on a Dexterity (Sleight of Hand) check contested by the
|
||||
creature’s Wisdom (Perception) check. In addition, you can use the bonus
|
||||
creature's Wisdom (Perception) check. In addition, you can use the bonus
|
||||
action granted by your Cunning Action to control the hand.
|
||||
|
||||
"""
|
||||
@@ -284,12 +284,12 @@ class SpellThief(Feature):
|
||||
can use your reaction to force the creature to make a saving throw with its
|
||||
spellcasting ability modifier. The DC equals your spell save DC.
|
||||
|
||||
On a failed save, you negate the spell’s effect against you, and you steal
|
||||
On a failed save, you negate the spell's effect against you, and you steal
|
||||
the knowledge of the spell if it is at least 1st level and of a level you
|
||||
can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you
|
||||
know the spell and can cast it using your spell slots. The creature can’t
|
||||
can cast (it doesn't need to be a wizard spell). For the next 8 hours, you
|
||||
know the spell and can cast it using your spell slots. The creature can't
|
||||
cast that spell until the 8 hours have passed. Once you use this feature,
|
||||
you can’t use it again until you finish a long rest
|
||||
you can't use it again until you finish a long rest
|
||||
|
||||
"""
|
||||
name = "Spell Thief"
|
||||
@@ -298,7 +298,7 @@ class SpellThief(Feature):
|
||||
|
||||
# Inquisitive
|
||||
class EarForDeceit(Feature):
|
||||
"""When you choose this archetype at 3rd level, you de— velop a talent for
|
||||
"""When you choose this archetype at 3rd level, you de- velop a talent for
|
||||
picking out lies. Whenever you make a Wisdom (Insight) check to determine
|
||||
whether a creature is lying, treat a roll of 7 or lower on the c120 as an
|
||||
8.
|
||||
@@ -321,9 +321,9 @@ class EyeForDetail(Feature):
|
||||
class InsightfulFighting(Feature):
|
||||
"""At 3rd level, you gain the ability to decipher an opponent's tactics and
|
||||
develop a counter to them. As a bonus action, you can make a Wisdom
|
||||
(Insight) check against a creature you can see that isn’t incapacitated,
|
||||
contested by the target’s Charisma (Deception) check. If you suc— ceed, you
|
||||
can use your Sneak Attack against that target even ifyou don’t have
|
||||
(Insight) check against a creature you can see that isn't incapacitated,
|
||||
contested by the target's Charisma (Deception) check. If you suc- ceed, you
|
||||
can use your Sneak Attack against that target even ifyou don't have
|
||||
advantage on the attack roll, but not if you have disadvantage on it. This
|
||||
benefit lasts for 1 minute or until you successfully use this feature
|
||||
against a different target
|
||||
@@ -347,7 +347,7 @@ class UnerringEye(Feature):
|
||||
"""Beginning at 13th level, your senses are almost im« possible to foil. As an
|
||||
action, you sense the presence of illusions, shapechangers not in their
|
||||
original form, and other magic designed to deceive the senses within 30
|
||||
feet ofyou, provided you aren’t blinded or deafened. You sense that an
|
||||
feet ofyou, provided you aren't blinded or deafened. You sense that an
|
||||
effect is attempting to trick you, but you gain no insight into what is
|
||||
hidden or into its true nature. You can use this feature a number of times
|
||||
equal to your Wisdom modifier (minimum of once), and you regain all
|
||||
@@ -359,7 +359,7 @@ class UnerringEye(Feature):
|
||||
|
||||
|
||||
class EyeForWeakness(Feature):
|
||||
"""At 17th level, you learn to exploit a creature’s weak— nesses by carefully
|
||||
"""At 17th level, you learn to exploit a creature's weak- nesses by carefully
|
||||
studying its tactics and movement. While your Insightful Fighting feature
|
||||
applies to a creature, your Sneak Attack damage against that creature
|
||||
increases by 3d6
|
||||
@@ -397,20 +397,20 @@ class MasterOfTactics(Feature):
|
||||
class InsightfulManipulator(Feature):
|
||||
"""Starting at 9th level, if you spend at least 1 minute observing or
|
||||
interacting with another creature outside combat, you can learn certain
|
||||
information about its ca— pabilities compared to your own. The DM tells you
|
||||
information about its ca- pabilities compared to your own. The DM tells you
|
||||
if the creature is your equal, superior, or inferior in regard to two of
|
||||
the following characteristics of your choice:
|
||||
|
||||
-- Intelligence score
|
||||
• Intelligence score
|
||||
|
||||
-- Wisdom score
|
||||
• Wisdom score
|
||||
|
||||
-- Charisma score
|
||||
• Charisma score
|
||||
|
||||
--Class levels (if any)
|
||||
|
||||
At the DM’s option, you might also realize you know a piece of the
|
||||
creature’s history or one of its personality traits, if it has any
|
||||
At the DM's option, you might also realize you know a piece of the
|
||||
creature's history or one of its personality traits, if it has any
|
||||
|
||||
"""
|
||||
name = "Insightful Manipulator"
|
||||
@@ -421,7 +421,7 @@ class Misdirection(Feature):
|
||||
"""Beginning at 13th level, you can sometimes cause another creature to
|
||||
suffer an attack meant for you. When you are targeted by an attack while a
|
||||
creature within 5 feet of you is granting you cover against that attack,
|
||||
you can use your reaction to have the attack target that crea— ture instead
|
||||
you can use your reaction to have the attack target that crea- ture instead
|
||||
of you
|
||||
|
||||
"""
|
||||
@@ -430,12 +430,12 @@ class Misdirection(Feature):
|
||||
|
||||
|
||||
class SoulOfDeceit(Feature):
|
||||
"""Starting at 17th level, your thoughts can’t be read by telepathy or other
|
||||
"""Starting at 17th level, your thoughts can't be read by telepathy or other
|
||||
means, unless you allow it. You can present false thoughts by succeeding on
|
||||
a Charisma (Deception) check contested by the mind reader’s Wis— dom
|
||||
a Charisma (Deception) check contested by the mind reader's Wis- dom
|
||||
(Insight) check. Additionally, no matter what you say, magic that would
|
||||
determine if you are telling the truth indicates you are being truthful if
|
||||
you so choose, and you can’t be compelled to tell the truth by magic
|
||||
you so choose, and you can't be compelled to tell the truth by magic
|
||||
|
||||
"""
|
||||
name = "Soul of Deceit"
|
||||
@@ -446,7 +446,7 @@ class SoulOfDeceit(Feature):
|
||||
class Skirmisher(Feature):
|
||||
"""Starting at 3rd level, you are difficult to pin down during a fight. You
|
||||
can move up to halfyour speed as a reaction when an enemy ends its turn
|
||||
within 5 feet of you. This movement doesn’t provoke opportunity attacks
|
||||
within 5 feet of you. This movement doesn't provoke opportunity attacks
|
||||
|
||||
"""
|
||||
name = "Skirmisher"
|
||||
@@ -455,9 +455,9 @@ class Skirmisher(Feature):
|
||||
|
||||
class Survivalist(Feature):
|
||||
"""When you choose this archetype at 3rd level, you gain proficiency in the
|
||||
Nature and Survival skills if you don’t already have it. Your proficiency
|
||||
Nature and Survival skills if you don't already have it. Your proficiency
|
||||
bonus is doubled for any ability check you make that uses either of those
|
||||
pro— ficiencies
|
||||
pro- ficiencies
|
||||
|
||||
"""
|
||||
|
||||
@@ -492,7 +492,7 @@ class SuddenStrike(Feature):
|
||||
"""Starting at 17th level, you can strike with deadly speed. If you take the
|
||||
Attack action on your turn, you can make one additional attack as a bonus
|
||||
action. This attack can benefit from your Sneak Attack even if you have
|
||||
already used it this turn, but you can’t use your Sneak Attack against the
|
||||
already used it this turn, but you can't use your Sneak Attack against the
|
||||
same target more than once in a turn
|
||||
|
||||
"""
|
||||
@@ -504,7 +504,7 @@ class SuddenStrike(Feature):
|
||||
class FancyFootwork(Feature):
|
||||
"""When you choose this archetype at 3rd level, you learn how to land a strike
|
||||
and then slip away without reprisal. During your turn, if you make a melee
|
||||
attack against a creature, that creature can’t make opportunity attacks
|
||||
attack against a creature, that creature can't make opportunity attacks
|
||||
against you for the rest ofyour turn
|
||||
|
||||
"""
|
||||
@@ -516,9 +516,9 @@ class RakishAudacity(Feature):
|
||||
"""Starting at 3rd level, your confidence propels you into battle. You can give
|
||||
yourself a bonus to your initiative rolls equal to your Charisma
|
||||
modifier. You also gain an additional way to use your Sneak Attack; you
|
||||
don’t need advantage on the attack roll to use your Sneak Attack against a
|
||||
don't need advantage on the attack roll to use your Sneak Attack against a
|
||||
creature if you are within 5 feet of it, no other creatures are within 5
|
||||
feet of you, and you don’t have disadvantage on the attack roll. All the
|
||||
feet of you, and you don't have disadvantage on the attack roll. All the
|
||||
other rules for Sneak Attack still apply to you.
|
||||
|
||||
"""
|
||||
@@ -527,17 +527,17 @@ class RakishAudacity(Feature):
|
||||
|
||||
|
||||
class Panache(Feature):
|
||||
"""At 9th level, your charm becomes extraordinarily be— guiling. As an action,
|
||||
you can make a Charisma (Persuasion) check contested by a creature’s
|
||||
"""At 9th level, your charm becomes extraordinarily be- guiling. As an action,
|
||||
you can make a Charisma (Persuasion) check contested by a creature's
|
||||
Wisdom (Insight) check. The creature must be able to hear you, and the
|
||||
two ofyou must share a language. If you succeed on the check and the
|
||||
creature is hostile to you, it has disadvantage on attack rolls against
|
||||
targets other than you and can’t make opportunity attacks against targets
|
||||
targets other than you and can't make opportunity attacks against targets
|
||||
other than you.
|
||||
|
||||
This effect lasts for 1 minute, until one of your companions attacks the
|
||||
target or affects it with a spell, or until you and the target are more
|
||||
than 60 feet apart. If you succeed on the check and the creature isn’t
|
||||
than 60 feet apart. If you succeed on the check and the creature isn't
|
||||
hostile to you, it is charmed by you for 1 minute. While charmed, it
|
||||
regards you as a friendly acquaintance. This effect ends immediately if you
|
||||
or your companions do anything harmful to it
|
||||
@@ -549,7 +549,7 @@ class Panache(Feature):
|
||||
|
||||
class ElegantManeuver(Feature):
|
||||
"""Starting at 13th level, you can use a bonus action on your turn to gain
|
||||
advantage on the next Dexterity (Ac— robatics) or Strength (Athletics)
|
||||
advantage on the next Dexterity (Ac- robatics) or Strength (Athletics)
|
||||
check you make during the same turn
|
||||
|
||||
"""
|
||||
@@ -560,7 +560,7 @@ class ElegantManeuver(Feature):
|
||||
class MasterDuelist(Feature):
|
||||
"""Beginning at 17th level, your mastery of the blade lets you turn failure
|
||||
into success in combat. Ifyou miss with an attack roll, you can roll it
|
||||
again with advantage. Once you do so, you can’t use this feature again
|
||||
again with advantage. Once you do so, you can't use this feature again
|
||||
until you finish a short or long rest
|
||||
|
||||
"""
|
||||
|
||||
@@ -20,7 +20,7 @@ class FontOfMagic(Feature):
|
||||
a bonus action on your turn. The Creating Spell Slots table shows the cost
|
||||
of creating a spell slot of a given level. You can create spell slots no
|
||||
higher in level than 5th. As a bonus action on your turn, you can expend
|
||||
one spell slot and gain a number of sorcery points equal to the slot’s
|
||||
one spell slot and gain a number of sorcery points equal to the slot's
|
||||
level.
|
||||
|
||||
1st Level Slot <--> 2 sorcery points
|
||||
@@ -61,7 +61,7 @@ class SorcerousRestoration(Feature):
|
||||
# Metamagic
|
||||
class CarefulSpell(Metamagic):
|
||||
"""When you cast a spell that forces other creatures to make a saving throw,
|
||||
you can protect some of those creatures from the spell’s full force. To do
|
||||
you can protect some of those creatures from the spell's full force. To do
|
||||
so, you spend 1 sorcery point and choose a number o f those creatures up to
|
||||
your Charisma modifier (minimum of one creature). A chosen creature
|
||||
automatically succeeds on its saving throw against the spell.
|
||||
@@ -127,9 +127,9 @@ class SubtleSpell(Metamagic):
|
||||
|
||||
|
||||
class TwinnedSpell(Metamagic):
|
||||
"""When you cast a spell that targets only one creature and doesn’t have a
|
||||
"""When you cast a spell that targets only one creature and doesn't have a
|
||||
range of self, you can spend a number of sorcery points equal to the
|
||||
spell’s level to target a second creature in range with the same spell (1
|
||||
spell's level to target a second creature in range with the same spell (1
|
||||
sorcery point if the spell is a cantrip)
|
||||
|
||||
"""
|
||||
@@ -167,7 +167,7 @@ class BendLuck(Feature):
|
||||
magic. When another creature you can see makes an attack roll, an ability
|
||||
check, or a saving throw, you can use your reaction and spend 2 sorcery
|
||||
points to roll 1d4 and apply the number rolled as a bonus or penalty (your
|
||||
choice) to the creature’s roll. You can do so after the creature rolls but
|
||||
choice) to the creature's roll. You can do so after the creature rolls but
|
||||
before any effects of the roll occur.
|
||||
|
||||
"""
|
||||
@@ -203,7 +203,7 @@ class DraconicResilience(Feature):
|
||||
and increases by 1 again whenever you gain a level in this class.
|
||||
|
||||
Additionally, parts of your skin are covered by a thin sheen of dragon-like
|
||||
scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity
|
||||
scales. When you aren't wearing armor, your AC equals 13 + your Dexterity
|
||||
modifier.
|
||||
|
||||
This bonus is computed in the AC given on the Character Sheet above.
|
||||
@@ -263,7 +263,7 @@ class DragonWings(Feature):
|
||||
"""At 14th level, you gain the ability to sprout a pair of dragon wings from
|
||||
your back, gaining a flying speed equal to your current speed. You can
|
||||
create these wings as a bonus action on your turn. They last until you
|
||||
dismiss them as a bonus action on your turn. You can’t manifest your wings
|
||||
dismiss them as a bonus action on your turn. You can't manifest your wings
|
||||
while wearing armor unless the armor is made to accommodate them, and
|
||||
clothing not made to accommodate your wings might be destroyed when you
|
||||
manifest them
|
||||
@@ -301,7 +301,7 @@ class DivineMagic(Feature):
|
||||
In addition, choose an affinity for the source of your divine power: good,
|
||||
evil, law, chaos, or neutrality. You learn an additional spell based on
|
||||
that affinity, as shown below. It is a sorcerer spell for you, but it
|
||||
doesn’t count against your number of sorcerer spells known. If you later
|
||||
doesn't count against your number of sorcerer spells known. If you later
|
||||
replace this spell, you must replace it with a Spell from the cleric spell
|
||||
list
|
||||
|
||||
@@ -360,7 +360,7 @@ class UnearthlyRecovery(Feature):
|
||||
"""At 18th level, you gain the ability to overcome grievous injuries. As a
|
||||
bonus action when you have fewer than half of your hit points remaining,
|
||||
you can regain a number of hit points equal to half your hit point
|
||||
maximum. Once you use this feature, you can’t use it again until you finish
|
||||
maximum. Once you use this feature, you can't use it again until you finish
|
||||
a long rest
|
||||
|
||||
"""
|
||||
@@ -371,7 +371,7 @@ class UnearthlyRecovery(Feature):
|
||||
class EyesOfTheDark(Feature):
|
||||
"""Starting at lst level, you have darkvision with a range of 120 feet. When
|
||||
you reach 3rd level in this class, you learn the darkness spell, which
|
||||
doesn’t count against your number of sorcerer spells known. In addition,
|
||||
doesn't count against your number of sorcerer spells known. In addition,
|
||||
you can cast it by spending 2 sorcery points or by expending a spell
|
||||
slot. If you cast it with sorcery points, you can see through the darkness
|
||||
created by the spell.
|
||||
@@ -387,9 +387,9 @@ class StrengthOfTheGrave(Feature):
|
||||
"""Starting at lst level, your existence in a twilight state between life
|
||||
and death makes you difficult to defeat. When damage reduces you to 0 hit
|
||||
points, you can make a Charisma saving throw (DC 5 + the damage taken). On
|
||||
a success, you instead drop to 1 hit point. You can’t use this feature if
|
||||
a success, you instead drop to 1 hit point. You can't use this feature if
|
||||
you are reduced to 0 hit points by radiant damage or by a critical
|
||||
hit. After the saving throw succeeds, you can’t use this feature again
|
||||
hit. After the saving throw succeeds, you can't use this feature again
|
||||
until you finish a long rest
|
||||
|
||||
"""
|
||||
@@ -401,21 +401,21 @@ class HoundOfIllOmen(Feature):
|
||||
"""At 6th level, you gain the ability to call forth a howling creature of
|
||||
darkness to harass your foes. As a bonus action, you can spend 3 sorcery
|
||||
points to magically summon a hound of ill omen to target one creature you
|
||||
can see within 120 feet of you. The hound uses the dire wolf’s statistics
|
||||
(see the Monster Manual or appendix C in the Player’s Handbook), with the
|
||||
can see within 120 feet of you. The hound uses the dire wolf's statistics
|
||||
(see the Monster Manual or appendix C in the Player's Handbook), with the
|
||||
following changes:
|
||||
|
||||
-- The hound is size Medium, not Large, and it counts as a monstrosity, not
|
||||
• The hound is size Medium, not Large, and it counts as a monstrosity, not
|
||||
a beast.
|
||||
|
||||
-- It appears with a number of temporary hit points equal to half your
|
||||
• It appears with a number of temporary hit points equal to half your
|
||||
sorcerer level.
|
||||
|
||||
-- It can move through other creatures and objects as if they were
|
||||
• It can move through other creatures and objects as if they were
|
||||
difficult terrain. The bound takes 5 force damage if it ends its turn
|
||||
inside an object.
|
||||
|
||||
-- At the start of its turn, the hound automatically knows its target's
|
||||
• At the start of its turn, the hound automatically knows its target's
|
||||
location. If the target was hidden, it is no longer hidden from the hound.
|
||||
|
||||
The hound appears in an unoccupied space of your choice within 30 feet of
|
||||
@@ -485,7 +485,7 @@ class HeartOfTheStorm(Feature):
|
||||
class StormGuide(Feature):
|
||||
"""At 6th level, you gain the ability to subtly control the weather around
|
||||
you. Ifit is raining, you can use an action to cause the rain to stop
|
||||
falling in a 20-foot—radius sphere centered on you. You can end this effect
|
||||
falling in a 20-foot-radius sphere centered on you. You can end this effect
|
||||
as a bonus action. If it is windy, you can use a bonus action each round to
|
||||
choose the direction that the wind blows in a IOO-foot-radius sphere
|
||||
centered on you. The wind blows in that direction until the end ofyour next
|
||||
@@ -514,7 +514,7 @@ class WindSoul(Feature):
|
||||
flying speed to 30 feet for 1 hour and choose a number of creatures within
|
||||
30 feet ofyou equal to 3 + your Charisma modifier. The chosen creatures
|
||||
gain a magical flying speed of 30 feet for 1 hour. Once you reduce your
|
||||
flying speed in this way, you can’t do so again until you finish a short or
|
||||
flying speed in this way, you can't do so again until you finish a short or
|
||||
long rest
|
||||
|
||||
"""
|
||||
|
||||
@@ -24,7 +24,7 @@ class EldritchInvocation(Feature):
|
||||
|
||||
class PactOfTheChain(Feature):
|
||||
"""You learn the find familiar spell and can cast it as a ritual. The spell
|
||||
doesn’t count against your number of spells known.
|
||||
doesn't count against your number of spells known.
|
||||
|
||||
When you cast the spell, you can choose one of the normal forms for your
|
||||
familiar or one of the following special forms: imp, pseudodragon, quasit,
|
||||
@@ -52,7 +52,7 @@ class PactOfTheBlade(Feature):
|
||||
special ritual while you hold the weapon. You perform the ritual over the
|
||||
course of 1 hour, which can be done during a short rest. You can then
|
||||
dismiss the weapon, shunting it into an extradimensional space, and it
|
||||
appears whenever you create your pact weapon thereafter. You can’t affect
|
||||
appears whenever you create your pact weapon thereafter. You can't affect
|
||||
an artifact or a sentient weapon in this way. The weapon ceases being your
|
||||
pact weapon if you die, if you perform the 1-hour ritual on a different
|
||||
weapon, or if you use a 1-hour ritual to break your bond to it. The weapon
|
||||
@@ -66,8 +66,8 @@ class PactOfTheBlade(Feature):
|
||||
|
||||
class PactOfTheTome(Feature):
|
||||
"""Your patron gives you a grimoire called a Book of Shadows. When you gain
|
||||
this feature, choose three cantrips from any class’s spell list. While the
|
||||
book is on your person, you can cast those cantrips at will. They don’t
|
||||
this feature, choose three cantrips from any class's spell list. While the
|
||||
book is on your person, you can cast those cantrips at will. They don't
|
||||
count against your number of cantrips known.
|
||||
|
||||
If you lose your Book of Shadows, you can perform a 1-hour ceremony to
|
||||
@@ -139,7 +139,7 @@ class FeyPresence(Feature):
|
||||
|
||||
The creatures that fail their saving throws are all charmed or frightened
|
||||
by you (your choice) until the end of your next turn. Once you use this
|
||||
feature, you can’t use it again until you finish a short or long rest.
|
||||
feature, you can't use it again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
name = "Fey Presence"
|
||||
@@ -212,9 +212,9 @@ class DarkOnesOwnLuck(Feature):
|
||||
"""Starting at 6th level, you can call on your patron to alter fate in your
|
||||
favor. When you make an ability check or a saving throw, you can use this
|
||||
feature to add a d10 to your roll. You can do so after seeing the initial
|
||||
roll but before any o f the roll’s effects occur.
|
||||
roll but before any o f the roll's effects occur.
|
||||
|
||||
Once you use this feature, you can’t use it again until you finish a short
|
||||
Once you use this feature, you can't use it again until you finish a short
|
||||
or long rest.
|
||||
|
||||
"""
|
||||
@@ -242,7 +242,7 @@ class HurlThroughHell(Feature):
|
||||
occupied, or the nearest unoccupied space. If the target is not a fiend, it
|
||||
takes 10d10 psychic damage as it reels from its horrific experience.
|
||||
|
||||
Once you use this feature, you can’t use it again until you finish a long
|
||||
Once you use this feature, you can't use it again until you finish a long
|
||||
rest.
|
||||
|
||||
"""
|
||||
@@ -254,7 +254,7 @@ class HurlThroughHell(Feature):
|
||||
class AwakenedMind(Feature):
|
||||
"""Starting at 1st level, your alien knowledge gives you the ability to touch
|
||||
the minds of other creatures. You can communicate telepathically with any
|
||||
creature you can see within 30 feet of you. You don’t need to share a
|
||||
creature you can see within 30 feet of you. You don't need to share a
|
||||
language with the creature for it to understand your telepathic utterances,
|
||||
but the creature must be able to understand at least one language
|
||||
|
||||
@@ -265,11 +265,11 @@ class AwakenedMind(Feature):
|
||||
|
||||
class EntropicWard(Feature):
|
||||
"""At 6th level, you learn to magically ward yourself against attack and to
|
||||
turn an enemy’s failed strike into good luck for yourself. When a creature
|
||||
turn an enemy's failed strike into good luck for yourself. When a creature
|
||||
makes an attack roll against you, you can use your reaction to impose
|
||||
disadvantage on that roll. If the attack misses you, your next attack roll
|
||||
against the creature has advantage if you make it before the end of your
|
||||
next turn. Once you use this feature, you can’t use it again until you
|
||||
next turn. Once you use this feature, you can't use it again until you
|
||||
finish a short or long rest.
|
||||
|
||||
"""
|
||||
@@ -278,7 +278,7 @@ class EntropicWard(Feature):
|
||||
|
||||
|
||||
class ThoughtShield(Feature):
|
||||
"""Starting at 10th level, your thoughts can’t be read by telepathy or other
|
||||
"""Starting at 10th level, your thoughts can't be read by telepathy or other
|
||||
means unless you allow it. You also have resistance to psychic damage, and
|
||||
whenever a creature deals psychic damage to you, that creature takes the
|
||||
same amount of damage that you do
|
||||
@@ -289,7 +289,7 @@ class ThoughtShield(Feature):
|
||||
|
||||
|
||||
class CreateThrall(Feature):
|
||||
"""At 14th level, you gain the ability to infect a humanoid’s mind with the
|
||||
"""At 14th level, you gain the ability to infect a humanoid's mind with the
|
||||
alien magic of your patron. You can use your action to touch an
|
||||
incapacitated humanoid. That creature is then charmed by you until a remove
|
||||
curse spell is cast on it, the charmed condition is removed from it, or you
|
||||
@@ -395,7 +395,7 @@ class RadiantSoul(Feature):
|
||||
|
||||
class CelestialResilience(Feature):
|
||||
"""Starting at 10th level, you gain temporary hit points whenever you finish a
|
||||
short or long rest. These tempo— rary hit points equal your warlock level +
|
||||
short or long rest. These tempo- rary hit points equal your warlock level +
|
||||
your Charisma modifier. Additionally, choose up to five creatures you can
|
||||
see at the end of the rest. Those creatures each gain temporary hit points
|
||||
equal to half your warlock level + your Charisma modifier
|
||||
@@ -413,7 +413,7 @@ class SearingVengeance(Feature):
|
||||
then you stand up if you so choose. Each creature of your choice that is
|
||||
within 30 feet of you takes radiant damage equal to 2d8 + your Charisma
|
||||
modifier, and it is blinded until the end of the current turn. Once you use
|
||||
this feature, you can’t use it again until you finish a long rest.
|
||||
this feature, you can't use it again until you finish a long rest.
|
||||
|
||||
"""
|
||||
name = "Searing Vengeance"
|
||||
@@ -422,22 +422,22 @@ class SearingVengeance(Feature):
|
||||
|
||||
# Hexblade
|
||||
class HexbladesCurse(Feature):
|
||||
"""Starting at lst level, you gain the ability to place a bale— ful curse on
|
||||
"""Starting at lst level, you gain the ability to place a bale- ful curse on
|
||||
someone. As a bonus action, choose one creature you can see within 30 feet
|
||||
of you. The target is cursed for 1 minute. The curse ends early if the
|
||||
target dies, you die, or you are incapacitated. Until the curse ends, you
|
||||
gain the following benefits:
|
||||
|
||||
-- You gain a bonus to damage rolls against the
|
||||
• You gain a bonus to damage rolls against the
|
||||
cursed target. The bonus equals your proficiency bonus.
|
||||
|
||||
-- Any attack roll you make against the cursed target is a critical hit on
|
||||
• Any attack roll you make against the cursed target is a critical hit on
|
||||
a roll of 19 or 20 on the d20.
|
||||
|
||||
--If the cursed target dies, you regain hit points equal to your warlock
|
||||
level + your Charisma modifier (minimum of 1 hit point).
|
||||
|
||||
You can’t use this feature again until you finish a short or long rest.
|
||||
You can't use this feature again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
name = "Hexblades Curse"
|
||||
@@ -456,7 +456,7 @@ class HexWarrior(Feature):
|
||||
modifier, instead of Strength or Dexterity, for the attack and damage
|
||||
rolls. This benefit lasts until you finish a long rest. If you later gain
|
||||
the Pact of the Blade feature, this benefit extends to every pact weapon
|
||||
you conjure with that feature, no matter the weapon’s type
|
||||
you conjure with that feature, no matter the weapon's type
|
||||
|
||||
"""
|
||||
name = 'Hex Warrior'
|
||||
@@ -490,7 +490,7 @@ class AccursedSpecter(Feature):
|
||||
The specter remains in your service until the end of your next long rest,
|
||||
at which point it vanishes to the afterlife.
|
||||
|
||||
Once you bind a specter with this feature, you can’t use the feature again
|
||||
Once you bind a specter with this feature, you can't use the feature again
|
||||
until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -500,7 +500,7 @@ class AccursedSpecter(Feature):
|
||||
|
||||
class ArmorOfHexes(Feature):
|
||||
"""At 10th level, your hex grows more powerful. If the target cursed by your
|
||||
Hexblade’s Curse hits you with an attack roll, you can use your reaction to
|
||||
Hexblade's Curse hits you with an attack roll, you can use your reaction to
|
||||
roll a d6. On a 4 or higher, the attack instead misses you, regardless of
|
||||
its roll.
|
||||
|
||||
@@ -510,11 +510,11 @@ class ArmorOfHexes(Feature):
|
||||
|
||||
|
||||
class MasterOfHexes(Feature):
|
||||
"""Starting at 14th level, you can spread your Hexblade’s Curse from a slain
|
||||
creature to another creature. When the creature cursed by your Hexblade’s
|
||||
"""Starting at 14th level, you can spread your Hexblade's Curse from a slain
|
||||
creature to another creature. When the creature cursed by your Hexblade's
|
||||
Curse dies, you can apply the curse to a different creature you can see
|
||||
within 30 feet of you, provided you aren’t incapacitated. When you apply
|
||||
the curse in this way, you don’t regain hit points from the death of the
|
||||
within 30 feet of you, provided you aren't incapacitated. When you apply
|
||||
the curse in this way, you don't regain hit points from the death of the
|
||||
previously cursed creature.
|
||||
|
||||
"""
|
||||
@@ -593,7 +593,7 @@ class BeguilingInfluence(Invocation):
|
||||
|
||||
|
||||
class BewitchingWhispers(Invocation):
|
||||
"""You can cast compulsion once using a warlock spell slot. You can’t do so
|
||||
"""You can cast compulsion once using a warlock spell slot. You can't do so
|
||||
again until you finish a long rest
|
||||
|
||||
**Prerequisite**: 7th Level
|
||||
@@ -603,16 +603,16 @@ class BewitchingWhispers(Invocation):
|
||||
|
||||
class BookOfAncientSecrets(Invocation):
|
||||
"""You can now inscribe magical rituals in your Book of Shadows. Choose two
|
||||
1st-level spells that have the ritual tag from any class’s spell list. The
|
||||
spells appear in the book and don’t count against the number of spells you
|
||||
1st-level spells that have the ritual tag from any class's spell list. The
|
||||
spells appear in the book and don't count against the number of spells you
|
||||
know. With your Book of Shadows in hand, you can cast the chosen spells as
|
||||
rituals. You can’t cast the spells except as rituals, unless you’ve learned
|
||||
rituals. You can't cast the spells except as rituals, unless you've learned
|
||||
them by some other means. You can also cast a warlock spell you know as a
|
||||
ritual if it has the ritual tag.
|
||||
|
||||
On your adventures, you can add other ritual spells to your Book o f
|
||||
Shadows. When you find such a spell, you can add it to the book if the
|
||||
spell’s level is equal to or less than half your warlock level (rounded up)
|
||||
spell's level is equal to or less than half your warlock level (rounded up)
|
||||
and if you can spare the time to transcribe the spell. For each level of
|
||||
the spell, the transcription process takes 2 hours and costs 50 gp for the
|
||||
rare inks needed to inscribe it
|
||||
@@ -622,8 +622,8 @@ class BookOfAncientSecrets(Invocation):
|
||||
|
||||
|
||||
class ChainsOfCarceri(Invocation):
|
||||
"""You can cast hold monster at will—targeting a celestial, fiend, or
|
||||
elemental—without expending a spell slot or material components. You must
|
||||
"""You can cast hold monster at will-targeting a celestial, fiend, or
|
||||
elemental-without expending a spell slot or material components. You must
|
||||
finish a long rest before you can use this invocation on the same creature
|
||||
again.
|
||||
|
||||
@@ -641,7 +641,7 @@ class DevilsSight(Invocation):
|
||||
|
||||
|
||||
class DreadfulWord(Invocation):
|
||||
"""You can cast confusion once using a warlock spell slot. You can’t do so
|
||||
"""You can cast confusion once using a warlock spell slot. You can't do so
|
||||
again until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -685,7 +685,7 @@ class GazeOfTwoMinds(Invocation):
|
||||
its senses until the end of your next turn. As long as the creature is on
|
||||
the same plane of existence as you, you can use your action on subsequent
|
||||
turns to maintain this connection, extending the duration until the end of
|
||||
your next turn. While perceiving through the other creature’s senses, you
|
||||
your next turn. While perceiving through the other creature's senses, you
|
||||
benefit from any special senses possessed by that creature, and you are
|
||||
blinded and deafened to your own surroundings.
|
||||
|
||||
@@ -722,7 +722,7 @@ class MasterOfMyriadForms(Invocation):
|
||||
|
||||
|
||||
class MinionsOfChaos(Invocation):
|
||||
"""You can cast conjure elemental once using a warlock spell slot. You can’t
|
||||
"""You can cast conjure elemental once using a warlock spell slot. You can't
|
||||
do so again until you finish a long rest.
|
||||
|
||||
**Prerequisite**: 9th Level
|
||||
@@ -731,7 +731,7 @@ class MinionsOfChaos(Invocation):
|
||||
|
||||
|
||||
class MireTheMind(Invocation):
|
||||
"""You can cast slow once using a warlock spell slot. You can’t do so again
|
||||
"""You can cast slow once using a warlock spell slot. You can't do so again
|
||||
until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -776,7 +776,7 @@ to 10 feet away from you in a straight line.
|
||||
|
||||
|
||||
class SculptorOfFlesh(Invocation):
|
||||
"""You can cast polymorph once using a warlock spell slot. You can’t do so
|
||||
"""You can cast polymorph once using a warlock spell slot. You can't do so
|
||||
again until you finish a long rest.
|
||||
|
||||
**Prerequisite**: 7th Level
|
||||
@@ -785,7 +785,7 @@ class SculptorOfFlesh(Invocation):
|
||||
|
||||
|
||||
class SignOfIllOmen(Invocation):
|
||||
"""You can cast bestow curse once using a warlock spell slot. You can’t do so
|
||||
"""You can cast bestow curse once using a warlock spell slot. You can't do so
|
||||
again until you finish a long rest.
|
||||
|
||||
**Prerequisite**: 5th Level
|
||||
@@ -795,7 +795,7 @@ class SignOfIllOmen(Invocation):
|
||||
|
||||
|
||||
class ThiefOfFiveFates(Invocation):
|
||||
"""You can cast bane once using a warlock spell slot. You can’t do so again
|
||||
"""You can cast bane once using a warlock spell slot. You can't do so again
|
||||
until you finish a long rest.
|
||||
|
||||
"""
|
||||
@@ -823,8 +823,8 @@ class VisionsOfDistantRealms(Invocation):
|
||||
|
||||
class VoiceOfTheChainMaster(Invocation):
|
||||
"""You can communicate telepathically with your familiar and perceive through
|
||||
your familiar’s senses as long as you are on the same plane of
|
||||
existence. Additionally, while perceiving through your familiar’s senses,
|
||||
your familiar's senses as long as you are on the same plane of
|
||||
existence. Additionally, while perceiving through your familiar's senses,
|
||||
you can also speak through your familiar in your own voice, even if your
|
||||
familiar is normally incapable of speech.
|
||||
|
||||
@@ -855,7 +855,7 @@ class WitchSight(Invocation):
|
||||
|
||||
# XGTE
|
||||
class AspectOfTheMoon(Invocation):
|
||||
"""You no longer need to sleep and can’t be forced to sleep by any means. To
|
||||
"""You no longer need to sleep and can't be forced to sleep by any means. To
|
||||
gain the benefits of a long rest, you can spend all 8 hours doing light
|
||||
activity, such as reading your Book of Shadows and keeping watch.
|
||||
|
||||
@@ -867,7 +867,7 @@ class AspectOfTheMoon(Invocation):
|
||||
class CloakOfFlies(Invocation):
|
||||
"""As a bonus action, you can surround yourselfwith a magical aura that looks
|
||||
like buzzing flies. The aura extends 5 feet from you in every direction,
|
||||
but not through total cover. It lasts until you’re incapacitated or you
|
||||
but not through total cover. It lasts until you're incapacitated or you
|
||||
dismiss it as a bonus action.
|
||||
|
||||
The aura grants you advantage on Charisma
|
||||
@@ -875,7 +875,7 @@ class CloakOfFlies(Invocation):
|
||||
other creature that starts its turn in the aura takes poison damage equal
|
||||
to your Charisma modifier (minimum of O damage).
|
||||
|
||||
Once you use this invocation, you can’t use it again until you finish a
|
||||
Once you use this invocation, you can't use it again until you finish a
|
||||
short or long rest.
|
||||
|
||||
**Prerequisite**: 5th level
|
||||
@@ -897,12 +897,12 @@ class EldritchSmite(Invocation):
|
||||
|
||||
class GhostlyGaze(Invocation):
|
||||
"""As an action, you gain the ability to see through solid objects to a range
|
||||
of 30 feet. Within that range, you have darkvision if you don’t already
|
||||
of 30 feet. Within that range, you have darkvision if you don't already
|
||||
have it. This special sight lasts for 1 minute or until your concentration
|
||||
ends (as if you were concentrating on a spell). During that time, you
|
||||
perceive objects as ghostly, transparent images.
|
||||
|
||||
Once you use this invocation, you can’t use it again until you finish a
|
||||
Once you use this invocation, you can't use it again until you finish a
|
||||
short or long rest.
|
||||
|
||||
**Prerequisite**: 7th level
|
||||
@@ -963,7 +963,7 @@ class ImprovedPactWeapon(Invocation):
|
||||
|
||||
class LanceOfLethargy(Invocation):
|
||||
"""Once on each of your turns when you hit a creature with your eldritch
|
||||
blast, you can reduce that creature’s speed by 10 feet until the end ofyour
|
||||
blast, you can reduce that creature's speed by 10 feet until the end ofyour
|
||||
next turn.
|
||||
|
||||
"""
|
||||
@@ -972,7 +972,7 @@ class LanceOfLethargy(Invocation):
|
||||
|
||||
class MaddeningHex(Invocation):
|
||||
"""As a bonus action, you cause a psychic disturbance around the target cursed
|
||||
by your hex spell or by a warlock feature of yours, such as Hexblade’s
|
||||
by your hex spell or by a warlock feature of yours, such as Hexblade's
|
||||
Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the
|
||||
cursed target and each creature of your choice that you can see within 5
|
||||
feet of it. The psychic damage equals your Charisma modifier (minimum of 1
|
||||
@@ -988,7 +988,7 @@ class RelentlessHex(Invocation):
|
||||
"""Your curse creates a temporary bond between you and your target. As a bonus
|
||||
action, you can magically telerport up to 30 feet to an unoccupied space
|
||||
you can see within 5 feet of the target cursed by your hex spell or by a
|
||||
warlock feature ofyours, such as Hexblade’s Curse or Sign of 111 Omen. To
|
||||
warlock feature ofyours, such as Hexblade's Curse or Sign of 111 Omen. To
|
||||
teleport in this way, you must be able to see the cursed target.
|
||||
|
||||
"""
|
||||
@@ -1014,7 +1014,7 @@ class TombOfLevistus(Invocation):
|
||||
effects, including any remaining temporary hit points, all end when the ice
|
||||
melts.
|
||||
|
||||
Once you use this invocation, you can’t use it again until you finish a
|
||||
Once you use this invocation, you can't use it again until you finish a
|
||||
short or long rest.
|
||||
|
||||
**Prerequisite**: 5th Level
|
||||
|
||||
@@ -8,7 +8,7 @@ class ArcaneRecovery(Feature):
|
||||
spellbook. Once per day when you finish a short rest, you can choose
|
||||
expended spell slots to recover. The spell slots can have a combined level
|
||||
that is equal to or less than half your wizard level (rounded up), and none
|
||||
of the slots can be 6th level or higher. For example, if you’re a 4th-level
|
||||
of the slots can be 6th level or higher. For example, if you're a 4th-level
|
||||
wizard, you can recover up to two levels worth o f spell slots. You can
|
||||
recover either a 2nd-level spell slot or two 1st-level spell slots
|
||||
|
||||
@@ -35,9 +35,9 @@ class SignatureSpells(Feature):
|
||||
"""When you reach 20th level, you gain mastery over two powerful spells and
|
||||
can cast them with little effort. Choose two 3rd-level wizard spells in
|
||||
your spellbook as your signature spells. You always have these spells
|
||||
prepared, they don’t count against the number of spells you have prepared,
|
||||
prepared, they don't count against the number of spells you have prepared,
|
||||
and you can cast each of them once at 3rd level without expending a spell
|
||||
slot. When you do so, you can’t do so again until you finish a short or
|
||||
slot. When you do so, you can't do so again until you finish a short or
|
||||
long rest. If you want to cast either spell at a higher level, you must
|
||||
expend a spell slot as normal.
|
||||
|
||||
@@ -59,12 +59,12 @@ class AbjurationSavant(Feature):
|
||||
class ArcaneWard(Feature):
|
||||
"""Starting at 2nd level, you can weave magic around yourself for
|
||||
protection. When you cast an abjuration spell of 1st level or higher, you
|
||||
can simultaneously use a strand of the spell’s magic to create a magical
|
||||
can simultaneously use a strand of the spell's magic to create a magical
|
||||
ward on yourself that lasts until you finish a long rest. The ward has hit
|
||||
points equal to twice your wizard level + your Intelligence
|
||||
modifier. Whenever you take damage, the ward takes the damage instead. If
|
||||
this damage reduces the ward to 0 hit points, you take any remaining
|
||||
damage. While the ward has 0 hit points, it can’t absorb damage, but its
|
||||
damage. While the ward has 0 hit points, it can't absorb damage, but its
|
||||
magic remains. Whenever you cast an abjuration spell of 1st level or
|
||||
higher, the ward regains a number of hit points equal to twice the level of
|
||||
the spell. Once you create the ward, you can't create it again until you
|
||||
@@ -135,7 +135,7 @@ class BenignTransposition(Feature):
|
||||
an unoccupied space that you can see. Alternatively, you can choose a space
|
||||
within range that is occupied by a Small or Medium creature. If that
|
||||
creature is willing, you both teleport, swapping places. Once you use this
|
||||
feature, you can’t use it again until you finish a long rest or you cast a
|
||||
feature, you can't use it again until you finish a long rest or you cast a
|
||||
conjuration spell of 1st level or higher.
|
||||
|
||||
"""
|
||||
@@ -145,7 +145,7 @@ class BenignTransposition(Feature):
|
||||
|
||||
class FocusedConjuration(Feature):
|
||||
"""Beginning at 10th level, while you are concentrating on a conjuration
|
||||
spell, your concentration can’t be broken as a result of taking damage
|
||||
spell, your concentration can't be broken as a result of taking damage
|
||||
|
||||
"""
|
||||
name = "Focused Conjuration"
|
||||
@@ -191,7 +191,7 @@ class ExpertDivination(Feature):
|
||||
that it expends only a fraction of your spellcasting efforts. When you cast
|
||||
a divination spell of 2nd level or higher using a spell slot, you regain
|
||||
one expended spell slot. The slot you regain must be of a level lower than
|
||||
the spell you cast and can’t be higher than 5th level.
|
||||
the spell you cast and can't be higher than 5th level.
|
||||
|
||||
"""
|
||||
name = "Expert Divination"
|
||||
@@ -202,7 +202,7 @@ class TheThirdEye(Feature):
|
||||
"""Starting at 10th level, you can use your action to increase your powers o f
|
||||
perception. When you do so, choose one of the following benefits, which
|
||||
lasts until you are incapacitated or you take a short or long rest. You
|
||||
can’t use the feature again until you finish a rest.
|
||||
can't use the feature again until you finish a rest.
|
||||
|
||||
**Darkvision**: You gain darkvision out to a range of 60 feet, as described
|
||||
in chapter 8.
|
||||
@@ -246,7 +246,7 @@ class HypnoticGaze(Feature):
|
||||
choose one creature that you can see within 5 feet of you. If the target
|
||||
can see or hear you, it must succeed on a Wisdom saving throw against your
|
||||
wizard spell save DC or be charmed by you until the end of your next
|
||||
turn. The charmed creature’s speed drops to 0, and the creature is
|
||||
turn. The charmed creature's speed drops to 0, and the creature is
|
||||
incapacitated and visibly dazed.
|
||||
|
||||
On subsequent turns, you can use your action to maintain this effect,
|
||||
@@ -254,7 +254,7 @@ class HypnoticGaze(Feature):
|
||||
ends if you move more than 5 feet away from the creature, if the creature
|
||||
can neither see nor hear you, or if the creature takes damage. Once the
|
||||
effect ends, or if the creature succeeds on its initial saving throw
|
||||
against this effect, you can’t use this feature on that creature again
|
||||
against this effect, you can't use this feature on that creature again
|
||||
until you finish a long rest
|
||||
|
||||
"""
|
||||
@@ -265,14 +265,14 @@ class HypnoticGaze(Feature):
|
||||
class InstinctiveGaze(Feature):
|
||||
"""Beginning at 6th level, when a creature you can see within 30 feet of you
|
||||
makes an attack roll against you, you can use your reaction to divert the
|
||||
attack, provided that another creature is within the attack’s range. The
|
||||
attack, provided that another creature is within the attack's range. The
|
||||
attacker must make a W isdom saving throw against your wizard spell save
|
||||
DC. On a failed save, the attacker must target the creature that is closest
|
||||
to it, not including you or itself. If multiple creatures are closest, the
|
||||
attacker chooses which one to target. On a successful save, you can’t use
|
||||
attacker chooses which one to target. On a successful save, you can't use
|
||||
this feature on the attacker again until you finish a long rest. You must
|
||||
choose to use this feature before knowing whether the attack hits or
|
||||
misses. Creatures that can’t be charmed are immune to this effect.
|
||||
misses. Creatures that can't be charmed are immune to this effect.
|
||||
|
||||
"""
|
||||
name = "Instinctive Gaze"
|
||||
@@ -292,14 +292,14 @@ class SplitEnchantment(Feature):
|
||||
class AlterMemories(Feature):
|
||||
"""At 14th level, you gain the ability to make a creature unaware of your
|
||||
magical influence on it. When you cast an enchantment spell to charm one or
|
||||
more creatures, you can alter one creature’s understanding so that it
|
||||
more creatures, you can alter one creature's understanding so that it
|
||||
remains unaware of being charmed. Additionally, once before the spell
|
||||
expires, you can use your action to try to make the chosen creature forget
|
||||
some of the time it spent charmed. The creature must succeed on an
|
||||
Intelligence saving throw against your wizard spell save DC or lose a
|
||||
number of hours of its memories equal to 1 + your Charisma modifier
|
||||
(minimum 1). You can make the creature forget less time, and the amount of
|
||||
time can’t exceed the duration of your enchantment spell.
|
||||
time can't exceed the duration of your enchantment spell.
|
||||
|
||||
"""
|
||||
_name = "Alter Memories"
|
||||
@@ -325,7 +325,7 @@ class SculptSpells(Feature):
|
||||
"""Beginning at 2nd level, you can create pockets of relative safety within the
|
||||
effects of your evocation spells. When you cast an evocation spell that
|
||||
affects other creatures that you can see, you can choose a number of them
|
||||
equal to 1 + the spell’s level. The chosen creatures automatically succeed
|
||||
equal to 1 + the spell's level. The chosen creatures automatically succeed
|
||||
on their saving throws against the spell, and they take no damage if they
|
||||
would normally take half damage on a successful save
|
||||
|
||||
@@ -337,7 +337,7 @@ class SculptSpells(Feature):
|
||||
class PotentCantrip(Feature):
|
||||
"""Starting at 6th level, your damaging cantrips affect even creatures that
|
||||
avoid the brunt of the effect. When a creature succeeds on a saving throw
|
||||
against your cantrip, the creature takes half the cantrip’s damage (if any)
|
||||
against your cantrip, the creature takes half the cantrip's damage (if any)
|
||||
but suffers no additional effect from the cantrip
|
||||
|
||||
"""
|
||||
@@ -382,7 +382,7 @@ class IllusionSavant(Feature):
|
||||
class ImprovedMinorIllusion(Feature):
|
||||
"""When you choose this school at 2nd level, you learn the minor illusion
|
||||
cantrip. If you already know this cantrip, you learn a different wizard
|
||||
cantrip of your choice. The cantrip doesn’t count against your number of
|
||||
cantrip of your choice. The cantrip doesn't count against your number of
|
||||
cantrips known. When you cast minor illusion, you can create both a sound
|
||||
and an image with a single casting o f the spell.
|
||||
|
||||
@@ -394,7 +394,7 @@ class ImprovedMinorIllusion(Feature):
|
||||
class MalleableIllusions(Feature):
|
||||
"""Starting at 6th level, when you cast an illusion spell that has a duration
|
||||
of 1 minute or longer, you can use your action to change the nature of that
|
||||
illusion (using the spell’s normal parameters for the illusion), provided
|
||||
illusion (using the spell's normal parameters for the illusion), provided
|
||||
that you can see the illusion
|
||||
|
||||
"""
|
||||
@@ -408,7 +408,7 @@ class IllusorySelf(Feature):
|
||||
an attack roll against you, you can use your reaction to interpose the
|
||||
illusory duplicate between the attacker and yourself. The attack
|
||||
automatically m isses you, then the illusion dissipates. Once you use this
|
||||
feature, you can’t use it again until you finish a short or long rest.
|
||||
feature, you can't use it again until you finish a short or long rest.
|
||||
|
||||
"""
|
||||
name = "Illusory Self"
|
||||
@@ -423,7 +423,7 @@ class IllusoryReality(Feature):
|
||||
this on your turn as a bonus action while the spell is ongoing. The object
|
||||
remains real for 1 minute. For example, you can create an illusion of a
|
||||
bridge over a chasm and then make it real long enough for your allies to
|
||||
cross. The object can’t deal damage or otherwise directly harm anyone
|
||||
cross. The object can't deal damage or otherwise directly harm anyone
|
||||
|
||||
"""
|
||||
name = "Illusory Reality"
|
||||
@@ -444,8 +444,8 @@ class GrimHarvest(Feature):
|
||||
"""At 2nd level, you gain the ability to reap life energy from creatures you
|
||||
kill with your spells. Once per turn when you kill one or more creatures
|
||||
with a spell of 1st level or higher, you regain hit points equal to twice
|
||||
the spell’s level, or three times its level if the spell belongs to the
|
||||
School of Necromancy. You don’t gain this benefit for killing constructs or
|
||||
the spell's level, or three times its level if the spell belongs to the
|
||||
School of Necromancy. You don't gain this benefit for killing constructs or
|
||||
undead """
|
||||
name = "Grim Harvest"
|
||||
source = "Wizard (School of Necromancy)"
|
||||
@@ -458,10 +458,10 @@ class UndeadThralls(Feature):
|
||||
appropriate. Whenever you create an undead using a necromancy spell, it has
|
||||
additional benefits:
|
||||
|
||||
-- The creature’s hit point maximum is increased by an amount equal to your
|
||||
• The creature's hit point maximum is increased by an amount equal to your
|
||||
wizard level.
|
||||
|
||||
-- The creature adds your proficiency bonus to its weapon damage rolls
|
||||
• The creature adds your proficiency bonus to its weapon damage rolls
|
||||
|
||||
"""
|
||||
name = "Undead Thralls"
|
||||
@@ -485,7 +485,7 @@ class CommandUndead(Feature):
|
||||
control, even those created by other wizards. As an action, you can choose
|
||||
one undead that you can see within 60 feet of you. That creature must make
|
||||
a Charisma saving throw against your wizard spell save DC. If it succeeds,
|
||||
you can’t use this feature on it again. If it fails, it becomes friendly to
|
||||
you can't use this feature on it again. If it fails, it becomes friendly to
|
||||
you and obeys your commands until you use this feature again. Intelligent
|
||||
undead are harder to control in this way. If the target has an
|
||||
Intelligence of 8 or higher, it has advantage on the saving throw. If it
|
||||
@@ -525,23 +525,24 @@ class MinorAlchemy(Feature):
|
||||
|
||||
|
||||
class TransmutersStone(Feature):
|
||||
"""Starting at 6th level, you can spend 8 hours creating a transmuter’s stone
|
||||
"""Starting at 6th level, you can spend 8 hours creating a transmuter's stone
|
||||
that stores transmutation magic. You can benefit from the stone yourself or
|
||||
give it to another creature. A creature gains a benefit of your choice as
|
||||
long as the stone is in the creature’s possession. When you create the
|
||||
long as the stone is in the creature's possession. When you create the
|
||||
stone, choose the benefit from the following options:
|
||||
|
||||
-- Darkvision out to a range of 60 feet, as described in chapter 8
|
||||
• Darkvision out to a range of 60 feet, as described in chapter 8
|
||||
|
||||
-- An increase to speed of 10 feet while the creature is unencumbered •
|
||||
Proficiency in Constitution saving throws
|
||||
• An increase to speed of 10 feet while the creature is unencumbered
|
||||
|
||||
• Proficiency in Constitution saving throws
|
||||
|
||||
-- Resistance to acid, cold, fire, lightning, or thunder damage (your
|
||||
• Resistance to acid, cold, fire, lightning, or thunder damage (your
|
||||
choice whenever you choose this benefit)
|
||||
|
||||
Each time you cast a transmutation spell of 1st level or higher, you can
|
||||
change the effect of your stone if the stone is on your person. If you
|
||||
create a new transmuter’s stone, the previous one ceases to function
|
||||
create a new transmuter's stone, the previous one ceases to function
|
||||
|
||||
"""
|
||||
name = "Transmuter's Stone"
|
||||
@@ -553,7 +554,7 @@ class Shapechanger(Feature):
|
||||
there already. You can cast polymorph without expending a spell slot. When
|
||||
you do so, you can target only yourself and transform into a beast whose
|
||||
challenge rating is 1 or lower. Once you cast polymorph in this way, you
|
||||
can’t do so again until you finish a short or long rest, though you can
|
||||
can't do so again until you finish a short or long rest, though you can
|
||||
still cast it normally using an available spell slot
|
||||
|
||||
"""
|
||||
@@ -564,27 +565,27 @@ class Shapechanger(Feature):
|
||||
|
||||
class MasterTransmuter(Feature):
|
||||
"""Starting at 14th level, you can use your action to consume the reserve of
|
||||
transmutation magic stored within your transmuter’s stone in a single
|
||||
transmutation magic stored within your transmuter's stone in a single
|
||||
burst. When you do so, choose one of the following effects. Your
|
||||
transmuter’s stone is destroyed and can’t be remade until you finish a long
|
||||
transmuter's stone is destroyed and can't be remade until you finish a long
|
||||
rest.
|
||||
|
||||
**Major Transformation**: You can transmute one nonmagical object—no
|
||||
larger than a 5-foot cube—into another nonmagical object of similar size
|
||||
**Major Transformation**: You can transmute one nonmagical object-no
|
||||
larger than a 5-foot cube-into another nonmagical object of similar size
|
||||
and mass and of equal or lesser value. You must spend 10 minutes handling
|
||||
the object to transform it.
|
||||
|
||||
**Panacea**: You remove all curses, diseases, and poisons affecting a creature
|
||||
that you touch with the transmuter’s stone. The creature also regains all
|
||||
that you touch with the transmuter's stone. The creature also regains all
|
||||
its hit points.
|
||||
|
||||
**Restore Life**: You cast the raise dead spell on a creature you touch
|
||||
with the transmuter’s stone, without expending a spell slot or needing to
|
||||
with the transmuter's stone, without expending a spell slot or needing to
|
||||
have the spell in your spellbook.
|
||||
|
||||
**Restore Youth**: You touch the transmuter’s stone to a willing creature,
|
||||
and that creature’s apparent age is reduced by 3d10 years, to a minimum of
|
||||
13 years. This effect doesn’t extend the creature’s lifespan
|
||||
**Restore Youth**: You touch the transmuter's stone to a willing creature,
|
||||
and that creature's apparent age is reduced by 3d10 years, to a minimum of
|
||||
13 years. This effect doesn't extend the creature's lifespan
|
||||
|
||||
"""
|
||||
name = "Master Transmuter"
|
||||
@@ -603,14 +604,14 @@ class Bladesong(Feature):
|
||||
|
||||
While your Bladesong is active, you gain the follow- ing benefits:
|
||||
|
||||
-- You gain a bonus to your AC equal to your Intelligence modifier (minimum
|
||||
• You gain a bonus to your AC equal to your Intelligence modifier (minimum
|
||||
of +1).
|
||||
|
||||
-- Your walking speed increases by 10 feet.
|
||||
• Your walking speed increases by 10 feet.
|
||||
|
||||
-- You have advantage on Dexterity (Acrobatics) checks.
|
||||
• You have advantage on Dexterity (Acrobatics) checks.
|
||||
|
||||
-- You gain a bonus to any Constitution saving throw you make to maintain
|
||||
• You gain a bonus to any Constitution saving throw you make to maintain
|
||||
your concentration on a spell. The bonus equals your Intelligence modifier
|
||||
(minimum of +l).
|
||||
|
||||
|
||||
Reference in New Issue
Block a user