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
+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
"""