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Removed non utf-8 characters
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@@ -16,18 +16,18 @@ class UnarmoredDefenseMonk(Feature):
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class MartialArts(Feature):
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"""At 1st level, your practice of martial arts gives you mastery of combat
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styles that use unarmed strikes and monk weapons, which are shortswords and
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any simple melee weapons that don’t have the two-handed or heavy
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any simple melee weapons that don't have the two-handed or heavy
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property. You gain the following benefits while you are unarmed or wielding
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only monk weapons and you aren’t wearing armor or wielding a shield:
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only monk weapons and you aren't wearing armor or wielding a shield:
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-- You can use Dexterity instead of Strength for the attack and damage rolls
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• You can use Dexterity instead of Strength for the attack and damage rolls
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of your unarmed strikes and monk weapons.
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-- You can roll a d4 in place of the normal damage of your unarmed strike or
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• You can roll a d4 in place of the normal damage of your unarmed strike or
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monk weapon. This die changes as you gain monk levels, as shown in the
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Martial Arts column of the Monk table.
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-- When you use the Attack action with an unarmed strike or a monk weapon on
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• When you use the Attack action with an unarmed strike or a monk weapon on
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your turn, you can make one unarmed strike as a bonus action. For example,
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if you take the Attack action and attack with a quarter- staff, you can
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also make an unarmed strike as a bonus action, assuming you haven't already
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@@ -81,7 +81,7 @@ class Ki(Feature):
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meditating to regain your ki points.
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Some of your ki features require your target to make a saving throw to
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resist the feature’s effects. The saving throw DC is calculated as follows:
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resist the feature's effects. The saving throw DC is calculated as follows:
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Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
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"""
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@@ -194,7 +194,7 @@ class ExtraAttackMonk(Feature):
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class StunningStrike(Feature):
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"""Starting at 5th level, you can interfere with the flow of ki in an
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opponent’s body. When you hit another creature with a melee weapon attack,
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opponent's body. When you hit another creature with a melee weapon attack,
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you can spend 1 ki point to attempt a stunning strike. The target must
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succeed on a Constitution saving throw or be stunned until the end of your
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next turn
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@@ -267,7 +267,7 @@ class EmptyBody(Feature):
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become invisible for 1 minute. During that time, you also have resistance
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to all damage but force damage. Additionally, you can spend 8 ki points to
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cast the astral projection spell, without needing material components. When
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you do so, you can’t take any other creatures with you.
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you do so, you can't take any other creatures with you.
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"""
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name = "Empty Body"
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@@ -286,16 +286,16 @@ class PerfectSelf(Feature):
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# Way of the Open Hand
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class OpenHandTechnique(Feature):
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"""Starting when you choose this tradition at 3rd level, you can manipulate
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your enemy’s ki when you harness your own. Whenever you hit a creature with
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your enemy's ki when you harness your own. Whenever you hit a creature with
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one of the attacks granted by your Flurry of Blows, you can impose one of
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the following effects on that target:
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-- It must succeed on a Dexterity saving throw or be knocked prone.
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• It must succeed on a Dexterity saving throw or be knocked prone.
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-- It must make a Strength saving throw. If it fails, you can push it up to
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• It must make a Strength saving throw. If it fails, you can push it up to
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15 feet away from you.
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-- It can’t take reactions until the end of your next turn
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• It can't take reactions until the end of your next turn
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"""
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name = "Open Hand Technique"
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@@ -326,7 +326,7 @@ class Tranquility(Feature):
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class QuiveringPalm(Feature):
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"""At 17th level, you gain the ability to set up lethal vibrations in
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someone’s body. When you hit a creature with an unarmed strike, you can
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someone's body. When you hit a creature with an unarmed strike, you can
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spend 3 ki points to start these imperceptible vibrations, which last for a
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number of days equal to your monk level. The vibrations are harmless unless
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you use your action to end them. To do so, you and the target must be on
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@@ -347,7 +347,7 @@ class ShadowArts(Feature):
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to duplicate the effects of certain spells. As an action, you can spend 2
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ki points to cast darkness, darkvision, pass without trace, or silence,
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without providing material components. Additionally, you gain the minor
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illusion cantrip if you don’t already know it.
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illusion cantrip if you don't already know it.
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"""
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name = "Shadow Arts"
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@@ -394,7 +394,7 @@ class DiscipleOfTheElements(Feature):
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that harness the power of the four elements. A discipline requires you to
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spend ki points each time you use it. You know the Elemental Attunement
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discipline and one other elemental discipline of your choice, which are
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detailed in the “Elemental Disciplines” section below.
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detailed in the "Elemental Disciplines" section below.
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You learn one additional elemental discipline of your choice at 6th, 11th,
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and 17th level. Whenever you learn a new elemental discipline, you can also
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@@ -405,14 +405,14 @@ class DiscipleOfTheElements(Feature):
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**Casting Elemental Spells**: Some elemental disciplines allow you to cast
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spells. See chapter 10 for the general rules of spellcasting. To cast one o
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f these spells, you use its casting time and other rules, but you don’t
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f these spells, you use its casting time and other rules, but you don't
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need to provide material components for it. Once you reach 5th level in
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this class, you can spend additional ki points to increase the level of an
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elemental discipline spell that you cast, provided that the spell has an
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enhanced effect at a higher level, as burning hands does. The spell's level
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increases by 1 for each additional ki point you spend. For example, if you
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are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands,
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you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s
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you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's
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base cost of 2 ki points plus 1).
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The maximum number of ki points you can spend to cast a spell in this way
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@@ -437,16 +437,16 @@ class ElementalAttunement(Feature):
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"""You can use your action to briefly control elemental forces nearby, causing
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one of the following effects of your choice:
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-- Create a harmless, instantaneous sensory effect related to air, earth,
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• Create a harmless, instantaneous sensory effect related to air, earth,
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fire, or water, such as a shower of sparks, a puff of wind, a spray o f
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light mist, or a gentle rumbling of stone.
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-- Instantaneously light or snuff out a candle, a torch, or a small
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• Instantaneously light or snuff out a candle, a torch, or a small
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campfire.
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-- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
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• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
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-- Cause earth, fire, water, or mist that can fit within a 1-foot cube to
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• Cause earth, fire, water, or mist that can fit within a 1-foot cube to
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shape itself into a crude form you desig nate for 1 minute.
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"""
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@@ -515,7 +515,7 @@ class FistOfUnbrokenAir(Feature):
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failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
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bludgeoning damage for each additional ki point you spend, and you can push
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the creature up to 20 feet away from you and knock it prone. On a
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successful save, the creature takes half as much damage, and you don’t push
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successful save, the creature takes half as much damage, and you don't push
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it or knock it prone.
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"""
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@@ -591,12 +591,12 @@ class ShapeTheFlowingRiver(Feature):
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"""As an action, you can spend 1 ki point to choose an area of ice or water no
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larger than 30 feet on a side within 120 feet o f you. You can change water
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to ice within the area and vice versa, and you can reshape ice in the area
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in any manner you choose. You can raise or lower the ice’s elevation,
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in any manner you choose. You can raise or lower the ice's elevation,
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create or fill in a trench, erect or flatten a wall, or form a pillar. The
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extent of any such changes can’t exceed half the area’s largest
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extent of any such changes can't exceed half the area's largest
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dimension. For example, if you affect a 30-foot square, you can create a
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pillar up to 15 feet high, raise or lower the square’s elevation by up to
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15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the
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pillar up to 15 feet high, raise or lower the square's elevation by up to
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15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the
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ice to trap or injure a creature in the area.
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"""
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@@ -620,7 +620,7 @@ class WaterWhip(Feature):
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failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10
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bludgeoning damage for each additional ki point you spend, and you can
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either knock it prone or pull it up to 25 feet closer to you. On a
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successful save, the creature takes half as much damage, and you don’t pull
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successful save, the creature takes half as much damage, and you don't pull
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it or knock it prone
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"""
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@@ -769,7 +769,7 @@ class TipsySway(Feature):
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"""Starting at 6th level, you can move in sudden, swaying ways. You gain the
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following benefits.
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**Leap to Your Feet**: When you’re prone, you can stand up
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**Leap to Your Feet**: When you're prone, you can stand up
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by spending 5 feet of movement, rather than half your speed.
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**Redirect Attack**: When a creature misses you with a melee attack roll,
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@@ -816,10 +816,10 @@ class PathOfTheKensei(Feature):
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one melee weapon and one ranged weapon. Each of these weapons can be any
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sim- ple or martial weapon that lacks the heavy and special properties. The
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longbow is also a valid choice. You gain proficiency with these weapons if
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you don’t already have it. Weapons of the chosen types are monk weapons for
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you. Many of this tradition’s features work only with your kensei
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you don't already have it. Weapons of the chosen types are monk weapons for
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you. Many of this tradition's features work only with your kensei
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weapons. When you reach 6th, 11th, and 17th level in this class. you can
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choose another type of weapon—either melee or ranged—to be a kensei weapon
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choose another type of weapon-either melee or ranged-to be a kensei weapon
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for you. following the criteria above.
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**Agile Parry**: If you make an unarmed strike as part of the Attack action
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@@ -828,10 +828,10 @@ class PathOfTheKensei(Feature):
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of your next turn, while the weapon is in your hand and you aren't
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incapacitated.
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**Kensei’s Shot**: You can use a bonus action on your turn to make your
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**Kensei's Shot**: You can use a bonus action on your turn to make your
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ranged attacks with a kensei weapon more deadly. When you do so, any target
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you hit with a ranged attack using a kensei weapon takes an extra 1d4
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damage of the weapons type. You retain this benefit un— til the end of the
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damage of the weapons type. You retain this benefit un- til the end of the
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current turn.
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**Way ofthe Brush**: You gain proficiency with your choice of
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