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
+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