Removed non utf-8 characters

This commit is contained in:
Tim-Jackins
2019-09-09 12:45:22 -04:00
parent 9a49e7cb14
commit 08ed7da59d
52 changed files with 1386 additions and 1381 deletions
+6 -6
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@@ -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 nobles 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 guilds 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 guilds 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 youre calling in a favor, you
cant 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
+32 -32
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@@ -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 arent 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 cant 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 havent 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 arent 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 cant 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 arent
"""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 arent 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 youre raging and dont 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 cant 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 arent 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 youre raging, any creature within 5 feet o f you thats 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 cant see or hear you or if it cant 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 youre 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 youre 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 isnt 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 cant 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 auras 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 auras 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 auras 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 isnt
"""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 dont suffer the
effects of extreme heat, as described in the Dungeon Masters
Guide. Moreover, as an action, you can touch a flammable object that isnt
**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 isnt
"""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 isnt
"""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 dont suffer the
effects of extreme cold, as described in the Dungeon Masters
**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 youre 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 doesnt 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 youre 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 cant 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 youre raging, having 0 hit points doesnt
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
+25 -25
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@@ -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 doesnt 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 creatures 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 cant hear you or if its
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 dont 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 cant 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
cant 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 cant 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 cant 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 creatures 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 humanoids 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 youre 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 doesnt
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 cant 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 creatures 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 doesnt share a language with you or if
it cant 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 wont 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 cant 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"
+32 -32
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@@ -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 cant willingly move to a space within 30 feet of you. It
also cant 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 theres
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 deitys 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 cant 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 creatures
thoughts. You can then use your access to the creatures 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 cant 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 cant
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 objects 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 spells 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 cant 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
spells 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 cant 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 illusions
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
poisona 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 its armor or a +1 bo nus to attack and damage rolls
if its a weapon. Once you use this feature, you cant 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 hourlong 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 Players 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 rituals 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 doesnt 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 isnt behind total cover and that isnt protected from divination
you that isn't behind total cover and that isn't protected from divination
magic.
This sense doesnt 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
creatures 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 deaths 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 enemys number of Hit Dice. You can
use this feature only if you arent 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.
"""
+37 -37
View File
@@ -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 doesnt 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 creatures 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 beasts 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 doesnt
reduce your normal form to 0 hit points, you arent 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 cant 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 doesnt break your concentration on a spell youve
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 youve 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 cant 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 creatures shape and size. Your
equipment doesnt change size or shape to match the new form, and any
equipment that the new form cant 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 arent 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
arent 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 cant 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
landarctic, coast, desert, forest, grassland, mountain, swamp, or
Underdarkand 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
doesnt count against the number of spells you can prepare each day. If you
gain access to a spell that doesnt 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 cant 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-footradius 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) isnt 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 isnt
wasted. Once you use this feature, you cant 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 doesnt 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 youre incapacitated. Once
you use this feature, you cant use it again until you finish a short or
long rest. The effect of the spirits 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 spirits 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 spirits 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 cant use it again until you
required). Once you use this feature, you can't use it again until you
finish a long rest
"""
+6 -6
View File
@@ -3,16 +3,16 @@ from .features import Feature
# PHB
class GreatWeaponMaster(Feature):
"""Youve 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 attacks 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
+55 -55
View File
@@ -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 cant 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 doesnt
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 dont 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 maneuvers 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 artisans 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
attacks 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 its holding. You add the superiority die to the
attacks 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 attacks 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 attacks 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 attacks 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 attacks 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 attacks 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 attacks 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 attacks 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 youre 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 cant 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
creatures 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
naturetypical 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 doesnt 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 18thlevel 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 targets 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 dont 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 dont 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
weapons 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 targets current location. On a successful save,
the target takes half as much damage, and you dont 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 youre 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 doesnt 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 youre
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 targets AC against that attack. If the attack still hits,
the target has resistance against the attacks 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 targets 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 youre 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 creatures turn, except your turn. You can use this special reaction
only to make an opportunity attack, and you cant 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 doesnt 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 cant 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 (DMs 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 shots 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 Masters 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 weapons 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 Tinkers 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 weapons 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 Tinkers 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 firearms 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 firearms 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.
+33 -33
View File
@@ -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 dont 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 arent 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 features 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
opponents 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 cant 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 enemys 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 cant 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
someones 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 dont 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 dont
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 disciplines
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 dont 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 ices 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 cant exceed half the areas 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 squares elevation by up to
15 feet, dig a trench up to 15 feet deep, and so on. You cant 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 dont 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 youre 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 dont already have it. Weapons of the chosen types are monk weapons for
you. Many of this traditions 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 weaponeither melee or rangedto 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.
**Kenseis 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
+9 -9
View File
@@ -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 weapons 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
cant 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 cant willingly move to a space within 30 feet of you. It
also cant 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 theres
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
cant 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 cant 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
+22 -22
View File
@@ -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 cant 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 cant 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 cant
"""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 dont 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 cant 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 artisans tools (tinkers 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 songs 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 cant 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 weapons 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 youre not incapacitated.
"""You can hold your breath indefinitely while you're not incapacitated.
"""
name = "Unending Breath"
+42 -42
View File
@@ -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
youre 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 doesnt slow your groups travel.
Difficult terrain doesn't slow your group's travel.
-- Your group cant 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 doesnt 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 cant 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 cant see. When you attack a creature you cant see, your inability to
see it doesnt 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 isnt hidden from you and you arent 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 its 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 weapons
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 beasts 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 doesnt 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 isnt
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
doesnt 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 mindaltering
"""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 doesnt 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
cant 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 cant 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 attacks 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 preys assaults on
your mind and body. Whenever the target of your Slayers 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 elses 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 cant 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 Slayers 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 attacks 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 doesnt slow your groups travel.
--Difficult terrain doesn't slow your group's travel.
--Your group cant 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 Companions 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 companions 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 companions 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 cant
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 attacks 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 creatures 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
+52 -52
View File
@@ -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 foes
"""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 dont need advantage on the attack roll if another enemy of the target
is within 5 feet of it, that enemy isnt incapacitated, and you dont 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 attacks 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 dragons 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
arent 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 cant 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 cant 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
hasnt 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 cant 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 persons
"""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 persons 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
creatures 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 spells 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 doesnt 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 cant
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 cant 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 isnt incapacitated,
contested by the targets Charisma (Deception) check. If you suc ceed, you
can use your Sneak Attack against that target even ifyou dont 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 arent 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 creatures 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 DMs option, you might also realize you know a piece of the
creatures 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 cant 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 readers 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 cant 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 doesnt 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 dont 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 cant 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 cant 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
dont 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 dont 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 creatures
"""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 cant 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 isnt
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 cant 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 -20
View File
@@ -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 slots
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 spells 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 doesnt 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
spells 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 creatures 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 arent 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 cant 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
doesnt 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 cant 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
doesnt 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 cant 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 cant 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 wolfs statistics
(see the Monster Manual or appendix C in the Players 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-footradius 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 cant 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
"""
+51 -51
View File
@@ -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
doesnt 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 cant 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 classs spell list. While the
book is on your person, you can cast those cantrips at will. They dont
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 cant 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 rolls effects occur.
roll but before any o f the roll's effects occur.
Once you use this feature, you cant 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 cant 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 dont 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 enemys 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 cant 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 cant 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 humanoids 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 cant 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 cant 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 weapons 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 cant 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
Hexblades 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 Hexblades Curse from a slain
creature to another creature. When the creature cursed by your Hexblades
"""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 arent incapacitated. When you apply
the curse in this way, you dont 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 cant 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 classs spell list. The
spells appear in the book and dont 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 cant cast the spells except as rituals, unless youve 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
spells 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 willtargeting a celestial, fiend, or
elementalwithout 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 cant 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 creatures 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 cant
"""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 cant 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 cant 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 cant 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 cant 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 familiars senses as long as you are on the same plane of
existence. Additionally, while perceiving through your familiars 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 cant 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 youre 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 cant 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 dont 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 cant 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 creatures 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 Hexblades
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 Hexblades 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 cant 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
+49 -48
View File
@@ -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 youre 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 dont 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 cant 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 spells 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 cant 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 cant 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 cant 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 cant 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
cant 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 creatures 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 cant 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 attacks 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 cant 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 cant 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 creatures 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 cant 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 spells 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 cantrips 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 doesnt 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 spells 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 cant 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 cant 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 spells level, or three times its level if the spell belongs to the
School of Necromancy. You dont 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 creatures 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 cant 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 transmuters 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 creatures 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 transmuters 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
cant 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 transmuters 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
transmuters stone is destroyed and cant 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 objectno
larger than a 5-foot cubeinto 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 transmuters 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 transmuters 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 transmuters stone to a willing creature,
and that creatures apparent age is reduced by 3d10 years, to a minimum of
13 years. This effect doesnt extend the creatures 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).