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Removed non utf-8 characters
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@@ -9,7 +9,7 @@ class WildShape(Feature):
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twice. You regain expended uses when you finish a short or long rest. Your
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druid level determines the beasts you can transform into, as shown in the
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Beast Shapes table. At 2nd level, for example, you can transform into any
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beast that has a challenge rating of 1/4 or lower that doesn’t have a
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beast that has a challenge rating of 1/4 or lower that doesn't have a
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flying or swimming speed.
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2nd Level: Max CR 1/4, No Flying/Swimming (ex: Wolf)
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@@ -26,39 +26,39 @@ class WildShape(Feature):
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While you are transformed, the following rules apply:
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-- Your game statistics are replaced by the statistics of the beast, but
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• Your game statistics are replaced by the statistics of the beast, but
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you retain your alignment, personality, and Intelligence, Wisdom, and
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Charisma scores. You also retain all of your skill and saving throw
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proficiencies, in addition to gaining those of the creature. If the
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creature has the same proficiency as you and the bonus in its stat block is
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higher than yours, use the creature’s bonus instead of yours. If the
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higher than yours, use the creature's bonus instead of yours. If the
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creature has any legendary or lair actions, you can't use them.
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-- When you transform, you assume the beast’s hit points and Hit Dice. When
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• When you transform, you assume the beast's hit points and Hit Dice. When
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you revert to your normal form, you return to the number of hit points you
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had before you transformed. However, if you revert as a result of dropping
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to 0 hit points, any excess damage carries over to your normal form. For
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example, if you take 10 damage in animal form and have only 1 hit point
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left, you revert and take 9 damage. As long as the excess damage doesn’t
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reduce your normal form to 0 hit points, you aren’t knocked unconscious.
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left, you revert and take 9 damage. As long as the excess damage doesn't
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reduce your normal form to 0 hit points, you aren't knocked unconscious.
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-- You can’t cast spells, and your ability to speak or take any action that
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• You can't cast spells, and your ability to speak or take any action that
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requires hands is limited to the capabilities of your beast
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form. Transforming doesn’t break your concentration on a spell you’ve
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form. Transforming doesn't break your concentration on a spell you've
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already cast, however, or prevent you from taking actions that are part of
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a spell, such as call lightning, that you’ve already cast.
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a spell, such as call lightning, that you've already cast.
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-- You retain the benefit of any features from your class, race, or other
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• You retain the benefit of any features from your class, race, or other
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source and can use them if the new form is physically capable of doing
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so. However, you can’t use any of your special senses, such as darkvi-
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so. However, you can't use any of your special senses, such as darkvi-
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sion, unless your new form also has that sense.
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-- You choose whether your equipment falls to the ground in your space,
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• You choose whether your equipment falls to the ground in your space,
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merges into your new form, or is worn by it. Worn equipment functions as
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normal, but the DM decides whether it is practical for the new form to wear
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a piece of equipment, based on the creature’s shape and size. Your
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equipment doesn’t change size or shape to match the new form, and any
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equipment that the new form can’t wear must either fall to the ground or
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a piece of equipment, based on the creature's shape and size. Your
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equipment doesn't change size or shape to match the new form, and any
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equipment that the new form can't wear must either fall to the ground or
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merge with it. Equipment that merges with the form has no effect until you
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leave the form.
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@@ -85,7 +85,7 @@ class TimelessBody(Feature):
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class BeastSpells(Feature):
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"""Beginning at 18th level, you can cast many of your druid spells in any
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shape you assume using Wild Shape. You can perform the somatic and verbal
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components of a druid spell while in a beast shape, but you aren’t able to
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components of a druid spell while in a beast shape, but you aren't able to
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provide material components.
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"""
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@@ -98,7 +98,7 @@ class Archdruid(Feature):
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Additionally, you can ignore the verbal and somatic components of your
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druid spells, as well as any material components that lack a cost and
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aren’t consumed by a spell. You gain this benefit in both your normal shape
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aren't consumed by a spell. You gain this benefit in both your normal shape
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and your beast shape from Wild Shape
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"""
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@@ -121,7 +121,7 @@ class NaturalRecovery(Feature):
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sitting in meditation and communing with nature. During a short rest, you
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choose expended spell slots to recover. The spell slots can have a combined
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level that is equal to or less than half your druid level (rounded up), and
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none of the slots can be 6th level or higher. You can’t use this feature
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none of the slots can be 6th level or higher. You can't use this feature
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again until you finish a long rest.
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For example, when you are a 4th-level druid, you can recover up to two
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@@ -137,12 +137,12 @@ class _CircleSpells(Feature):
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"""Your mystical connection to the land infuses you with the ability to cast
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certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle
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spells connected to the land where you became a druid. Choose that
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land—arctic, coast, desert, forest, grassland, mountain, swamp, or
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Underdark—and consult the associated list of spells.
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land-arctic, coast, desert, forest, grassland, mountain, swamp, or
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Underdark-and consult the associated list of spells.
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Once you gain access to a circle spell, you always have it prepared, and it
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doesn’t count against the number of spells you can prepare each day. If you
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gain access to a spell that doesn’t appear on the druid spell list, the
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doesn't count against the number of spells you can prepare each day. If you
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gain access to a spell that doesn't appear on the druid spell list, the
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spell is nonetheless a druid spell for you.
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"""
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@@ -328,7 +328,7 @@ class LandsStride(Feature):
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class NaturesWard(Feature):
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"""When you reach 10th level, you can’t be charmed or frightened by elementals
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"""When you reach 10th level, you can't be charmed or frightened by elementals
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or fey, and you are immune to poison and disease
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"""
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@@ -438,12 +438,12 @@ class HearthOfMoonlightAndShadow(Feature):
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"""At 6th level, home can be wherever you are. During a short or long rest,
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you can invoke the shadowy power of the Gleaming Court to help guard your
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respite. At the start of the rest, you touch a point in space, and an
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invisible, 30-foot—radius sphere of magic appears, centered on that
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invisible, 30-foot-radius sphere of magic appears, centered on that
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point. Total cover blocks the sphere.
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While within the sphere, you and your allies gain a +5 bonus to Dexterity
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(Stealth) and Wisdom (Perception) checks, and any light from open flames in
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the sphere (a campfire, torches, or the like) isn’t visible outside it. The
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the sphere (a campfire, torches, or the like) isn't visible outside it. The
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sphere vanishes at the end of the rest or when you leave the sphere
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"""
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@@ -477,8 +477,8 @@ class WalkerInDreams(Feature):
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This use of teleportation circle is special. Rather than opening a portal
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to a permanent teleportation circle, it opens a portal to the last location
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where you finished a long rest on your current plane of existence. If you
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haven*t taken a long rest on your current plane, the spell fails but isn’t
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wasted. Once you use this feature, you can’t use it again until you finish
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haven*t taken a long rest on your current plane, the spell fails but isn't
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wasted. Once you use this feature, you can't use it again until you finish
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a long rest.
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"""
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@@ -493,7 +493,7 @@ class SpeechOfTheWoods(Feature):
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understand your speech, and you gain the ability to decipher their noises
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and motions. Most beasts lack the intelligence to convey or understand
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sophisticated concepts, but a friendly beast could relay what it has seen
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or heard in the recent past. This ability doesn’t grant you friendship with
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or heard in the recent past. This ability doesn't grant you friendship with
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beasts, though you can combine this ability with gifts to curry favor with
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them as you would with any nonplayer character.
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@@ -511,9 +511,9 @@ class SpiritTotem(Feature):
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creature it. represents.
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As a bonus action, you can move the spirit up to 60 feet to a point you can
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see. The spirit persists for 1 minute or until you’re incapacitated. Once
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you use this feature, you can’t use it again until you finish a short or
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long rest. The effect of the spirit’s aura depends on the type of spirit
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see. The spirit persists for 1 minute or until you're incapacitated. Once
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you use this feature, you can't use it again until you finish a short or
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long rest. The effect of the spirit's aura depends on the type of spirit
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you summon from the options below.
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**Bear Spirit**: The bear spirit grants you and your allies its might and
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@@ -524,13 +524,13 @@ class SpiritTotem(Feature):
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**Hawk Spirit**: The hawk spirit is a consummate hunter, aiding you and
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your allies with its keen sight. When a creature makes an attack roll
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against a target in the spirit’s aura, you can use your reaction to grant
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against a target in the spirit's aura, you can use your reaction to grant
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advantage to that attack roll. In addition, you and your allies have
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advantage on Wisdom (Perception) checks while in the aura
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**Unicorn Spirit**: The unicorn spirit lends its protection to those
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nearby. You and your allies gain advantage on all ability checks made to
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detect creatures in the spirit’s aura. In addition. if you cast a spell
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detect creatures in the spirit's aura. In addition. if you cast a spell
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using a spell slot that restores hit points to any creature inside or
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outside the aura, each creature of your choice in the aura also regains hit
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points equal to your druid level.
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@@ -545,10 +545,10 @@ class MightySummoner(Feature):
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than normal. Any beast or fey summoned or created by a spell that you cast
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gains the. following benefits:
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-- The creature appears with more hit points than normal: 2 extra hit
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• The creature appears with more hit points than normal: 2 extra hit
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points per Hit Die it has.
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-- The damage from its natural weapons is considered magical for the
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• The damage from its natural weapons is considered magical for the
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purpose of overcoming immunity and resistance to nonmagical attacks and
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damage.
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@@ -560,7 +560,7 @@ class MightySummoner(Feature):
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class GuardianSpirit(Feature):
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"""Beginning at 10th level, your Spirit Totem safeguards the beasts and fey
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that you call forth with your magic. When a beast or fey that you summoned
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or created with a spell ends its turn in your Spirit Totem aura, that crea—
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or created with a spell ends its turn in your Spirit Totem aura, that crea-
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ture regains a number of hit points equal to halfyour druid level.
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"""
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@@ -577,7 +577,7 @@ class FaithfulSummons(Feature):
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conjured beasts appear within 20 feet of you. If they receive no commands
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from you, they protect you from harm and attack your foes. The spell lasts
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for 1 hour, requiring no concentration, or until you dismiss it (no action
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required). Once you use this feature, you can’t use it again until you
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required). Once you use this feature, you can't use it again until you
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finish a long rest
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"""
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