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Removed non utf-8 characters
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@@ -105,7 +105,7 @@ class ExtraAttackFighter(Feature):
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class Indomitable(Feature):
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"""Beginning at 9th level, you can reroll a saving throw that you fail. If you
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do so, you must use the new roll, and you can’t use this feature again
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do so, you must use the new roll, and you can't use this feature again
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until you finish a long rest.
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You can use this feature twice between long rests starting at 13th level
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@@ -138,7 +138,7 @@ class ImprovedCritical(Feature):
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class RemarkableAthelete(Feature):
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"""Starting at 7th level, you can add half your proficiency bonus (round up)
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to any Strength, Dexterity, or Constitution check you make that doesn’t
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to any Strength, Dexterity, or Constitution check you make that doesn't
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already use your proficiency bonus.
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In addition, when you make a running long jump, the distance you can cover
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@@ -190,7 +190,7 @@ class Survivor(Feature):
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"""At 18th level, you attain the pinnacle of resilience in battle. At the
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start of each of your turns, you regain hit points equal to 5 + your
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Constitution modifier if you have no more than half of your hit points
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left. You don’t gain this benefit if you have 0 hit points.
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left. You don't gain this benefit if you have 0 hit points.
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"""
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name = "Survivor"
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@@ -203,7 +203,7 @@ class CombatSuperiority(Feature):
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fueled by special dice called superiority dice.
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**Maneuvers**: You learn three maneuvers of your choice, which are detailed
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under “Maneuvers” below. Many maneuvers enhance an attack in some way. You
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under "Maneuvers" below. Many maneuvers enhance an attack in some way. You
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can use only one maneuver per attack. You learn two additional maneuvers
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of your choice at 7th, 10th, and 15th level. Each time you learn new
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maneuvers, you can also replace one maneuver you know with a different one.
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@@ -214,7 +214,7 @@ class CombatSuperiority(Feature):
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another superiority die at 7th level and one more at 15th level.
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**Saving Throws**: Some of your maneuvers require your target to make a
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saving throw to resist the maneuver’s effects. The saving throw DC is
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saving throw to resist the maneuver's effects. The saving throw DC is
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calculated as follows:
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Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity
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@@ -235,7 +235,7 @@ class CombatSuperiority(Feature):
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class StudentOfWar(Feature):
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"""At 3rd level, you gain proficiency with one type of artisan’s tools of your
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"""At 3rd level, you gain proficiency with one type of artisan's tools of your
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choice.
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"""
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@@ -292,7 +292,7 @@ class CommandersStrike(Maneuver):
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strike. When you do so, choose a friendly creature who can see or hear you
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and expend one superiority die. That creature can immediately use its
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reaction to make one weapon attack, adding the superiority die to the
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attack’s damage roll.
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attack's damage roll.
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"""
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name = "Commander's Strike"
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@@ -301,8 +301,8 @@ class CommandersStrike(Maneuver):
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class DisarmingAttack(Maneuver):
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"""When you hit a creature with a weapon attack, you can expend one
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superiority die to attempt to disarm the target, forcing it to drop one
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item o f your choice that it’s holding. You add the superiority die to the
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attack’s damage roll, and the target must make a Strength saving throw. On
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item o f your choice that it's holding. You add the superiority die to the
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attack's damage roll, and the target must make a Strength saving throw. On
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a failed save, it drops the object you choose. The object lands at its
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feet.
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@@ -313,7 +313,7 @@ class DisarmingAttack(Maneuver):
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class DistractingStrike(Maneuver):
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"""When you hit a creature with a weapon attack, you can expend one
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superiority die to distract the creature, giving your allies an
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opening. You add the superiority die to the attack’s damage roll. The next
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opening. You add the superiority die to the attack's damage roll. The next
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attack roll against the target by an attacker other than you has advantage
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if the attack is made before the start of your next turn.
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@@ -333,7 +333,7 @@ class FeintingAttack(Maneuver):
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"""You can expend one superiority die and use a bonus action on your turn to
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feint, choosing one creature within 5 feet of you as your target. You have
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advantage on your next attack roll against that creature. If that attack
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hits, add the superiority die to the attack’s damage roll.
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hits, add the superiority die to the attack's damage roll.
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"""
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name = "Feinting Attack"
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@@ -342,7 +342,7 @@ class FeintingAttack(Maneuver):
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class GoadingAttack(Maneuver):
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"""When you hit a creature with a weapon attack, you can expend one
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superiority die to attempt to goad the target into attacking you. You add
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the superiority die to the attack’s damage roll, and the target must make a
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the superiority die to the attack's damage roll, and the target must make a
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W isdom saving throw. On a failed save, the target has disadvantage on all
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attack rolls against targets other than you until the end of your next
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turn.
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@@ -354,7 +354,7 @@ class GoadingAttack(Maneuver):
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class LungingAttack(Maneuver):
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"""When you make a melee weapon attack on your turn, you can expend one
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superiority die to increase your reach for that attack by 5 feet. If you
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hit, you add the superiority die to the attack’s damage roll.
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hit, you add the superiority die to the attack's damage roll.
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"""
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name = "Lunging Attack"
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@@ -363,7 +363,7 @@ class LungingAttack(Maneuver):
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class ManeuveringAttack(Maneuver):
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"""When you hit a creature with a weapon attack, you can expend one
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superiority die to maneuver one o f your comrades into a more advantageous
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position. You add the superiority die to the attack’s damage roll, and you
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position. You add the superiority die to the attack's damage roll, and you
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choose a friendly creature who can see or hear you. That creature can use
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its reaction to move up to half its speed without provoking opportunity
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attacks from the target of your attack.
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@@ -375,7 +375,7 @@ class ManeuveringAttack(Maneuver):
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class MenacingAttack(Maneuver):
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"""When you hit a creature with a weapon attack, you can expend one
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superiority die to attempt to frighten the target. You add the superiority
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die to the attack’s damage roll, and the target must make a Wisdom saving
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die to the attack's damage roll, and the target must make a Wisdom saving
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throw. On a failed save, it is frightened of you until the end o f your
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next turn.
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@@ -448,7 +448,7 @@ class SweepingAttack(Maneuver):
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class TripingAttack(Maneuver):
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"""When you hit a creature with a weapon attack, you can expend one
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superiority die to attempt to knock the target down. You add the
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superiority die to the attack’s damage roll, and if the target is Large or
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superiority die to the attack's damage roll, and if the target is Large or
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smaller, it must make a Strength saving throw. On a failed save, you knock
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the target prone
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@@ -474,7 +474,7 @@ class EldritchKnightSpellcasting(Feature):
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Whenever you gain a level in this class, you can replace one of the wizard
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spells you know with another spell o f your choice from the wizard spell
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list. The new spell must be of a level for which you have spell slots, and
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it must be an abjuration or evocation spell, unless you’re replacing the
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it must be an abjuration or evocation spell, unless you're replacing the
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spell you gained at 8th, 14th, or 20th level.
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"""
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@@ -489,7 +489,7 @@ class WeaponBond(Feature):
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throughout the ritual, at the conclusion of which you touch the weapon and
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forge the bond.
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Once you have bonded a weapon to yourself, you can’t be disarmed of that
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Once you have bonded a weapon to yourself, you can't be disarmed of that
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weapon unless you are incapacitated. If it is on the same plane of
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existence, you can summon that weapon as a bonus action on your turn,
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causing it to teleport instantly to your hand.
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@@ -514,7 +514,7 @@ class WarMagic(Feature):
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class EldritchStrike(Feature):
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"""At 10th level, you learn how to make your weapon strikes undercut a
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creature’s resistance to your spells. When you hit a creature with a weapon
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creature's resistance to your spells. When you hit a creature with a weapon
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attack, that creature has disadvantage on the next saving throw it makes
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against a spell you cast before the end of your next turn.
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@@ -608,8 +608,8 @@ class Bulwark(Feature):
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# Arcane Archer
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class ArcaneArcherLore(Feature):
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"""At 3rd level, you learn magical theory or some of the secrets of
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nature—typical for practitioners of this elven martial tradition. You
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choose to gain proficiency in ei— ther the Arcana or the Nature skill, and
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nature-typical for practitioners of this elven martial tradition. You
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choose to gain proficiency in ei- ther the Arcana or the Nature skill, and
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you choose to learn either the prestidigr'tation or the drufdcraft cantrip
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"""
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@@ -620,20 +620,20 @@ class ArcaneArcherLore(Feature):
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class ArcaneShot(Feature):
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"""At 3rd level, you learn to unleash special magical effects with some of
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your shots. When you gain this feature, you learn two Arcane Shot options
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of your choice (see “Arcane Shot Options” below).
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of your choice (see "Arcane Shot Options" below).
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Add all Arcane Shot options under "features" in your .py file
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Once per turn when you fire a magic arrow from a shortbow or longbow as
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part of the Attack action, you can apply one of your Arcane Shot options to
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that arrow. You decide to use the option when the arrow hits a creature,
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unless the option doesn’t involve an attack roll. You have two uses of this
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unless the option doesn't involve an attack roll. You have two uses of this
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ability, and you regain all expended uses of it when you finish a short or
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long rest.
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You gain an additional Arcane Shot option of your choice when you reach
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certain levels in this class: 7th, 10th, 15th, and 18th level. Each option
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also improves when you become an 18th—level fighter
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also improves when you become an 18th-level fighter
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If an option requires a saving throw, your Arcane Shot save DC equals 8 +
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your proficiency bonus + your Intelligence modifier
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@@ -680,7 +680,7 @@ class BanishingArrow(Feature):
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"""You use abjuration magic to try to temporarily banish your target to a
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harmless location in the Feywild. The creature hit by the arrow must also
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succeed on a Charisma saving throw or be banished. While banished in this
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way, the target’s speed is 0, and it is incapacitated. At the end of its
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way, the target's speed is 0, and it is incapacitated. At the end of its
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next turn, the target reappears in the Space it vacated or in the nearest
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unoccupied space if that space is occupied.
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@@ -697,7 +697,7 @@ class BeguilingArrow(Feature):
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target. The creature hit by the arrow takes an extra 2d6 psychic damage,
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and choose one ofyour allies within 30 feet of the target. The target must
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succeed on a Wisdom saving throw, or it is charmed by the chosen ally until
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the start ofyour next turn. This effect ends early if the chosen ally at—
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the start ofyour next turn. This effect ends early if the chosen ally at-
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tacks the charmed target, deals damage to it, or forces it to make a saving
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throw. The psychic damage increases to 4d6 when you reach 18th level in
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this class.
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@@ -710,7 +710,7 @@ class BeguilingArrow(Feature):
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class BurstingArrow(Feature):
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"""You imbue your arrow with force energy drawn from the school of
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evocation. The energy detonates after your attack. Immediately after the
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ar— row hits the creature, the target and all other creatures within 10
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ar- row hits the creature, the target and all other creatures within 10
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feet of it take 2d6 force damage each. The force damage increases to 4d6
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when you reach 18th level in this class
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@@ -735,7 +735,7 @@ class GraspingArrow(Feature):
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"""When this arrow strikes its target, conjuration magic creates grasping,
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poisonous brams bles, which wrap around the target. The creature hit by the
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arrow takes an extra 2(16 poison damage, its speed is reduced by 10 feet,
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and it takes 2d6 slashing dam— age the first time on each turn it moves 1
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and it takes 2d6 slashing dam- age the first time on each turn it moves 1
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foot or more without teleporting. The target or any creature that can reach
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it can use its action to remove the brambles with a successful Strength
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(Athletics) check against your Arcane Shot save DC. Otherwise, the
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@@ -750,7 +750,7 @@ class GraspingArrow(Feature):
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class PiercingArrow(Feature):
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"""You use transmutation magic to give your arrow an ethereal quality. When
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you use this option, you don’t make an attack roll for the attack. Instead,
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you use this option, you don't make an attack roll for the attack. Instead,
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the arrow shoots forward in a line, which is 1 foot wide and 30 feet long,
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before disappearing. The arrow passes harmlessly through objects, ignoring
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cover. Each creature in that line must make a Dexterity saving throw. On a
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@@ -766,16 +766,16 @@ class PiercingArrow(Feature):
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class SeekingArrow(Feature):
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"""Using divination magic, you grant your arrow the ability to seek out a
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target. When you use this option, you don’t make an attack roll for the
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target. When you use this option, you don't make an attack roll for the
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attack. Instead, choose one creature you have seen in the past minute. The
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arrow flies toward that creature, moving around corners if necessary and
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ignoring three-quarters cover and half cover. If the target is within the
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weapon’s range and there is a path large enough for the arrow to travel to
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weapon's range and there is a path large enough for the arrow to travel to
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the target, the target must make a Dexterity saving throw. Otherwise, the
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arrow disappears after traveling as far as it can. On a failed save, the
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target takes damage as if it were hit by the arrow, plus an extra 1d6 force
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damage, and you learn the target’s current location. On a successful save,
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the target takes half as much damage, and you don’t learn its location. The
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damage, and you learn the target's current location. On a successful save,
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the target takes half as much damage, and you don't learn its location. The
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force damage increases to 2d6 when you reach 18th level in this class.
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"""
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@@ -812,7 +812,7 @@ class BornToTheSaddle(Feature):
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"""Starting at 3rd level, your mastery as a rider becomes apparent. You have
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advantage on saving throws made to avoid falling off your mount. Ifyou fall
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off your mount and descend no more than 10 feet, you can land on your feet
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if you’re not incapacitated. Finally, mounting or dismounting a creature
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if you're not incapacitated. Finally, mounting or dismounting a creature
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costs you only 5 feet of movement, rather than half your speed.
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"""
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@@ -828,7 +828,7 @@ class UnwaveringMark(Feature):
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someone else marks the creature.
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While it is within 5 feet of you, a creature marked by you has disadvantage
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on any attack roll that doesn’t target you. In addition, if a creature
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on any attack roll that doesn't target you. In addition, if a creature
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marked by you deals damage to anyone other than you, you can make a special
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melee weapon attack against the marked creature as a bonus action on your
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next turn. You have advantage on the attack roll, and if it hits, the
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@@ -852,10 +852,10 @@ class UnwaveringMark(Feature):
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class WardingManeuver(Feature):
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"""At 7th level, you learn to fend off strikes directed at you, your mount, or
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other creatures nearby. If you or a creature you can see within 5 feet
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of you is hit by an attack, you can roll ld8 as a reaction if you’re
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of you is hit by an attack, you can roll ld8 as a reaction if you're
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wielding a melee weapon or a shield. Roll the die, and add the number
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rolled to the target’s AC against that attack. If the attack still hits,
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the target has resistance against the attack’s damage.
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rolled to the target's AC against that attack. If the attack still hits,
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the target has resistance against the attack's damage.
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You can use this feature a number of times equal to your Constitution
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modifier (minimum of once), and you regain all expended uses of it when you
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@@ -875,7 +875,7 @@ class HoldTheLine(Feature):
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"""At 10th level, you become a master of locking down your enemies. Creatures
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provoke an opportunity attack from you when they move 5 feet or more while
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within your reach, and if you hit a creature with an opportunity attack,
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the target’s speed is reduced to 0 until the end of the current turn.
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the target's speed is reduced to 0 until the end of the current turn.
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"""
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name = "Hold the Line"
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@@ -883,7 +883,7 @@ class HoldTheLine(Feature):
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class FerociousCharger(Feature):
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"""Starting at 15th level, you can run down your foes, whether you’re mounted
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"""Starting at 15th level, you can run down your foes, whether you're mounted
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or not. If you move at least 10 feet in a straight line right before
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attacking a creature and you hit it with the attack, that target must
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succeed on a Strength saving throw (DC 8 + your proficiency bonus + your
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@@ -898,8 +898,8 @@ class FerociousCharger(Feature):
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class VigilantDefender(Feature):
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"""Starting at 18th level, you respond to danger with extraordinary
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vigilance. In combat, you get a special reaction that you can take once on
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every creature’s turn, except your turn. You can use this special reaction
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only to make an opportunity attack, and you can’t use it on the same turn
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every creature's turn, except your turn. You can use this special reaction
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only to make an opportunity attack, and you can't use it on the same turn
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that you take your normal reaction
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"""
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@@ -911,7 +911,7 @@ class VigilantDefender(Feature):
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class BonusProficiencySamurai(Feature):
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"""When you choose this archetype at 3rd level, you gain proficiency in one of
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the following skills ofyour choice: History, Insight, Performance, or
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Persuasion. Alterna— tively, you learn one language of your choice.
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Persuasion. Alterna- tively, you learn one language of your choice.
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"""
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name = "Bonus Proficiency"
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@@ -934,7 +934,7 @@ class FightingSpirit(Feature):
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class ElegantCourtier(Feature):
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"""Starting at 7th level, your discipline and attention to de— tail allow you
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"""Starting at 7th level, your discipline and attention to de- tail allow you
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to excel in social situations. Whenever you make a Charisma (Persuasion)
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check, you gain a bonus to the check equal to your Wisdom modifier. Your
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self-control also causes you to gain proficiency in Wisdom saving
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@@ -970,13 +970,13 @@ class RapidStrike(Feature):
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class StrengthBeforeDeath(Feature):
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"""Starting at 18th level, your fighting spirit can delay the grasp of
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death. If you take damage that reduces you to 0 hit points and doesn’t kill
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death. If you take damage that reduces you to 0 hit points and doesn't kill
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you outright, you can use your reaction to delay falling unconscious, and
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you can immediately take an extra turn, interrupting the current
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turn. While you have 0 hit points during that extra turn, taking damage
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causes death saving throw failures as normal, and three death saving throw
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failures can still kill you. When the extra turn ends, you fall unconscious
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ifyou still have 0 hit points. Once you use this feature, you can’t use it
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ifyou still have 0 hit points. Once you use this feature, you can't use it
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again until you finish a long rest.
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"""
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@@ -1016,11 +1016,11 @@ class AdeptMarksman(Feature):
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Grit. You gain a number of grit points equal to your Wisdom modifier
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(minimum of 1). You regain 1 expended grit point each time you roll a 20 on
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the d20 roll for an attack with a firearm, or deal a killing blow with a
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firearm to a creature of significant threat (DM’s discretion). You regain
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firearm to a creature of significant threat (DM's discretion). You regain
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all expended grit points after a short or long rest.
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Saving Throws. Some of your trick shots require your targets to make a
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saving throw to resist the trick shot’s effects. The saving throw DC is
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saving throw to resist the trick shot's effects. The saving throw DC is
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calculated as follows:
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Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
|
||||
@@ -1029,20 +1029,20 @@ class AdeptMarksman(Feature):
|
||||
bring their own unique set of weapon properties. Some properties are
|
||||
followed by a number, and this number signifies an element of that property
|
||||
(outlined below). These properties replace the optional ones presented in
|
||||
the Dungeon Master’s Guide. Firearms are ranged weapons.
|
||||
the Dungeon Master's Guide. Firearms are ranged weapons.
|
||||
|
||||
Reload. The weapon can be fired a number of times equal to its Reload score
|
||||
before you must spend 1 attack or 1 action to reload. You must have one
|
||||
free hand to reload a firearm.
|
||||
|
||||
Misfire. Whenever you make an attack roll with a firearm, and the dice roll
|
||||
is equal to or lower than the weapon’s Misfire score, the weapon
|
||||
is equal to or lower than the weapon's Misfire score, the weapon
|
||||
misfires. The attack misses, and the weapon cannot be used again until you
|
||||
spend an action to try and repair it. To repair your firearm, you must make
|
||||
a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your
|
||||
a successful Tinker's Tools check (DC equal to 8 + misfire score). If your
|
||||
check fails, the weapon is broken and must be mended out of combat at a
|
||||
quarter of the cost of the firearm. Creatures who use a firearm without
|
||||
being proficient increase the weapon’s misfire score by 1.
|
||||
being proficient increase the weapon's misfire score by 1.
|
||||
|
||||
Explosive. Upon a hit, everything within 5 ft of the target must make a
|
||||
Dexterity saving throw (DC equal to 8 + your proficiency bonus + your
|
||||
@@ -1052,7 +1052,7 @@ class AdeptMarksman(Feature):
|
||||
Ammunition All firearms require ammunition to make an attack, and due to
|
||||
their rare nature, ammunition may be near impossible to find or
|
||||
purchase. However, if materials are gathered, you can craft ammunition
|
||||
yourself using your Tinker’s Tools at half the cost. Each firearm uses its
|
||||
yourself using your Tinker's Tools at half the cost. Each firearm uses its
|
||||
own unique ammunition and is generally sold or crafted in batches listed
|
||||
below next to the price.
|
||||
|
||||
@@ -1164,7 +1164,7 @@ class ForcefulShot(Feature):
|
||||
class PiercingShot(Feature):
|
||||
"""When you make a firearm attack against a creature, you can expend one grit
|
||||
point to attempt to fire through multiple opponents. The initial attack
|
||||
gains a +1 to the firearm’s misfire score. On a hit, the creature suffers
|
||||
gains a +1 to the firearm's misfire score. On a hit, the creature suffers
|
||||
normal damage and you make an attack roll with disadvantage against every
|
||||
creature in a line directly behind the target within your first range
|
||||
increment. Only the initial attack can misfire.
|
||||
@@ -1187,7 +1187,7 @@ class WingingShot(Feature):
|
||||
class ViolentShot(Feature):
|
||||
"""When you make a firearm attack against a creature, you can expend one or
|
||||
more grit points to enhance the volatility of the attack. For each grit
|
||||
point expended, the attack gains a +2 to the firearm’s misfire score. If
|
||||
point expended, the attack gains a +2 to the firearm's misfire score. If
|
||||
the attack hits, you can roll one additional weapon damage die per grit
|
||||
point spent when determining the damage.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user