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
+65 -65
View File
@@ -11,7 +11,7 @@ class DancingLights(Spell):
As a bonus action on your turn, you can move the lights up to 60 feet
to a new spot within range. A light must be within 20 feet of another light
created by this spell, and a light winks out if it exceeds the spells range.
created by this spell, and a light winks out if it exceeds the spell's range.
"""
name = "Dancing Lights"
level = 0
@@ -62,15 +62,15 @@ class Darkness(Spell):
"""Magical darkness spreads from a point you choose within range to fill a 15-foot
radius sphere for the duration.
The darkness spreads around corners. A creature
with darkvision cant see through this darkness, and nonmagical light cant
with darkvision can't see through this darkness, and nonmagical light can't
illuminate it. 
If the point you choose is on an object you are holding or one
that isnt being worn or carried, the darkness emanates from the object and
that isn't being worn or carried, the darkness emanates from the object and
moves with it. Completely covering the source of the darkness with an opaque
object, such as a bowl or a helm, blocks the darkness.
If any of this spells
If any of this spell's
area overlaps with an area of light created by a spell of 2nd level or lower,
the spell that created the light is dispelled.
"""
@@ -109,7 +109,7 @@ class Dawn(Spell):
there. This light is sunlight. When the cylinder appears, each creature in it
must make a Constitution saving throw, taking 4d10 radiant damage on a failed
save, or half as much damage on a successful one. A creature must also make this
saving throw whenever it ends its turn in the cylinder. If youre within 60
saving throw whenever it ends its turn in the cylinder. If you're within 60
feet of the cylinder, you can move it up to 60 feet as a bonus action on your
turn.
"""
@@ -131,12 +131,12 @@ class Daylight(Spell):
The sphere is bright light and sheds dim light for an additional 60
feet.
If you chose a point on an object you are holding or one that isnt
If you chose a point on an object you are holding or one that isn't
being worn or carried, the light shines from the object with and moves with it.
Completely covering the affected object with an opaque object, such as a bowl or
a helm, blocks the light.
If any of this spells area overlaps with an area
If any of this spell's area overlaps with an area
of darkness created by a spell of 3rd level or lower, the spell that created the
darkness is dispelled.
"""
@@ -184,7 +184,7 @@ class DelayedBlastFireball(Spell):
equal to the total accumulated damage on a failed save, or half as much damage
on a successful one.
The spells base damage is 12d6. If at the end of your
The spell's base damage is 12d6. If at the end of your
turn the bead has not yet detonated, the damage increases by 1d6.
If the
@@ -194,7 +194,7 @@ class DelayedBlastFireball(Spell):
creature can throw the bead up to 40 feet. When it strikes a creature or a solid
object, the spell ends, and the bead explodes.
The fire damages objects in the
area and ignites flammable objects that arent being worn or carried.
area and ignites flammable objects that aren't being worn or carried.
At
Higher Levels: When you cast this spell using a spell slot of 8th level or
@@ -245,7 +245,7 @@ class DestructiveWave(Spell):
from you. Each creature you choose within 30 feet of you must succeed on a
Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or
necrotic damage (your choice), and be knocked prone. A creature that succeeds on
its saving throw takes half as much damage and isnt knocked prone.
its saving throw takes half as much damage and isn't knocked prone.
"""
name = "Destructive Wave"
level = 5
@@ -329,18 +329,18 @@ class DetectThoughts(Spell):
When you cast
the spell and as your action on each turn until the spell ends, you can focus
your mind on any one creature that you can see within 30 feet of you. If the
creature you choose has an Intelligence of 3 or lower or doesnt speak any
creature you choose has an Intelligence of 3 or lower or doesn't speak any
language, the creature is unaffected.
You initially learn the surface thoughts
of the creaturewhat is most on its mind in that moment. As an action, you can
either shift your attention to another creatures thoughts or attempt to probe
deeper into the same creatures mind. If you probe deeper, the target must make
of the creature-what is most on its mind in that moment. As an action, you can
either shift your attention to another creature's thoughts or attempt to probe
deeper into the same creature's mind. If you probe deeper, the target must make
a W isdom saving throw. If it fails, you gain insight into its reasoning (if
any), its emotional state, and something that loom s large in its mind (such as
something it worries over, loves, or hates). If it succeeds, the spell ends.
Either way, the target knows that you are probing into its mind, and unless you
shift your attention to another creatures thoughts, the creature can use its
shift your attention to another creature's thoughts, the creature can use its
action on its turn to make an Intelligence check contested by your Intelligence
check; if it succeeds, the spell ends.
@@ -349,16 +349,16 @@ class DetectThoughts(Spell):
particularly effective as part of an interrogation.
You can also use this
spell to detect the presence of thinking creatures you cant see. When you cast
spell to detect the presence of thinking creatures you can't see. When you cast
the spell or as your action during the duration, you can search for thoughts
within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
inches of any metal other than lead, or a thin sheet of lead blocks you. You
cant detect a creature with an Intelligence of 3 or lower or one that doesnt
can't detect a creature with an Intelligence of 3 or lower or one that doesn't
speak any language.
Once you detect the presence of a creature in this way,
you can read its thoughts for the rest of the duration as described above, even
if you cant see it, but it must still be within range.
if you can't see it, but it must still be within range.
"""
name = "Detect Thoughts"
level = 2
@@ -376,10 +376,10 @@ class DimensionDoor(Spell):
"""You teleport yourself from your current location to any other spot within range.
You arrive at exactly the spot desired. It can be a place you can see, one you
can visualize, or one you can describe by stating distance and direction, such
as “"200 feet straight downward"” or "“upward to the northwest at a 45-degree
angle, 300 feet"
as "200 feet straight downward" or "upward to the northwest at a 45-degree
angle, 300 feet".
You can bring along objects as long as their weight doesnt
You can bring along objects as long as their weight doesn't
exceed what you can carry. You can also bring one willing creature of your size
or smaller who is carrying gear up to its carrying capacity. The creature must
be within 5 feet of you when you cast this spell.
@@ -402,11 +402,11 @@ class DimensionDoor(Spell):
class DisguiseSelf(Spell):
"""You make yourself —including your clothing, armor, weapons, and other
belongings on your person —look different until the spell ends or until you
"""You make yourself, including your clothing, armor, weapons, and other
belongings on your person, look different until the spell ends or until you
use your action to dismiss it.
You can seem 1 foot shorter or taller and can
appear thin, fat, or in between. You cant change your body type, so you must
You can seem 1 foot shorter or taller and can
appear thin, fat, or in between. You can't change your body type, so you must
adopt a form that has the same basic arrangement of limbs. Otherwise, the extent
of the illusion is up to you.
@@ -488,7 +488,7 @@ class DispelEvilAndGood(Spell):
melee spell attack against a celestial, an elemental, a fey, a fiend, or an
undead you can reach. On a hit, you attempt to drive the creature back to its
home plane. The creature must succeed on a Charisma saving throw or be sent back
to its home plane (if it isnt there already). If they arent on their home
to its home plane (if it isn't there already). If they aren't on their home
plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
"""
name = "Dispel Evil And Good"
@@ -507,11 +507,11 @@ class DispelMagic(Spell):
"""Choose any creature, object, or magical effect within range. Any spell of 3rd
level or lower on the target ends. For each spell of 4th level or higher on the
target, make an ability check using your spellcasting ability. The DC equals 10
+ the spells level. On a successful check, the spell ends.
+ the spell's level. On a successful check, the spell ends.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, you
automatically end the effects of a spell on the target if the spells level is
automatically end the effects of a spell on the target if the spell's level is
equal to or less than the level of the spell slot you used.
"""
name = "Dispel Magic"
@@ -532,8 +532,8 @@ class DissonantWhispers(Spell):
The target must make a Wisdom
saving throw. On a failed save, it takes 3d6 psychic damage and must immediately
use its reaction , if available, to move as far as its speed allows away from
you. The creature doesnt move into obviously dangerous ground, such as a fire
or a pit. On a successful save, the target takes half as much damage and doesnt
you. The creature doesn't move into obviously dangerous ground, such as a fire
or a pit. On a successful save, the target takes half as much damage and doesn't
have to move away. A deafened creature automatically succeeds on the save.
At
@@ -553,12 +553,12 @@ class DissonantWhispers(Spell):
class Divination(Spell):
"""Your magic and an offering put you in contact with a god or a gods servants.
"""Your magic and an offering put you in contact with a god or a god's servants.
You ask a single question concerning a specific goal, event, or activity to
occur within 7 days. The DM offers a truthful reply. The reply might be a short
phrase, a cryptic rhyme, or an omen.
The spell doesnt take into account any
The spell doesn't take into account any
possible circumstances that might change the outcome, such as the casting of
additional spells or the loss or gain of a companion.
@@ -602,18 +602,18 @@ class DivineWord(Spell):
creature that can hear you must make a Charisma saving throw. On a failed save,
a creature suffers an effect based on its current hit points:
  50 hit
 - 50 hit
points or fewer: deafened for 1 minute
  40 hit points or fewer: deafened and
 - 40 hit points or fewer: deafened and
blinded for 10 minutes
  30 hit points or fewer: blinded, deafened, and
 - 30 hit points or fewer: blinded, deafened, and
stunned for 1 hour
  20 hit points or fewer: killed instantly
 - 20 hit points or fewer: killed instantly
Regardless of
its current hit points, a celestial, an elemental, a fey, or a fiend that fails
its save is forced back to its plane of origin (if it isnt there already) and
cant return to your current plane for 24 hours by any means short of a wish
its save is forced back to its plane of origin (if it isn't there already) and
can't return to your current plane for 24 hours by any means short of a wish
spell.
"""
name = "Divine Word"
@@ -639,14 +639,14 @@ class DominateBeast(Spell):
as long as the two of you are on the same plane of existence. You can use this
telepathic link to issue commands to the creature while you are conscious (no
action required), which it does its best to obey. You can specify a simple and
general course of action, such as Attack that creature,” “Run over there, or
Fetch that object. If the creature completes the order and doesnt receive
general course of action, such as "Attack that creature," "Run over there," or
"Fetch that object." If the creature completes the order and doesn't receive
further direction from you, it defends and preserves itself to the best of its
ability.
You can use your action to take total and precise control of the
target. Until the end of your next turn, the creature takes only the actions you
choose, and doesnt do anything that you dont allow it to do. During this
choose, and doesn't do anything that you don't allow it to do. During this
time, you can also cause the creature to use a reaction, but this requires you
to use your own reaction as well.
@@ -655,9 +655,9 @@ class DominateBeast(Spell):
spell ends.
At Higher Levels: When you cast this spell with a 5th-level spell
slot, the duration is concentration, up to 10 minutes.
slot, the duration is concentration, up to 10 minutes.
When you use a 6th-
level spell slot, the duration is concentration, up to 1 hour.
level spell slot, the duration is concentration, up to 1 hour.
When you use a
spell slot of 7th level or higher, the duration is concentration, up to 8 hours
"""
@@ -684,14 +684,14 @@ class DominateMonster(Spell):
it as long as the two of you are on the same plane of existence. You can use
this telepathic link to issue commands to the creature while you are conscious
(no action required), which it does its best to obey. You can specify a simple
and general course of action, such as "“Attack that creature",” “"Run over
there",” or "“Fetch that object".” If the creature completes the order and
doesnt receive further direction from you, it defends and preserves itself to
and general course of action, such as "Attack that creature", "Run over
there", or "Fetch that object". If the creature completes the order and
doesn't receive further direction from you, it defends and preserves itself to
the best of its ability.
You can use your action to take total and precise
control of the target. Until the end of your next turn, the creature takes only
the actions you choose, and doesnt do anything that you dont allow it to do.
the actions you choose, and doesn't do anything that you don't allow it to do.
During this time, you can also cause the creature to use a reaction, but this
requires you to use your own reaction as well.
@@ -725,14 +725,14 @@ class DominatePerson(Spell):
as long as the two of you are on the same plane of existence. You can use this
telepathic link to issue commands to the creature while you are conscious (no
action required), which it does its best to obey. You can specify a simple and
general course of action, such as “"Attack that creature",” "“Run over there",”
or "“Fetch that object".” If the creature completes the order and doesnt
general course of action, such as "Attack that creature", "Run over there",
or "Fetch that object". If the creature completes the order and doesn't
receive further direction from you, it defends and preserves itself to the best
of its ability.
You can use your action to take total and precise control of
the target. Until the end of your next turn, the creature takes only the actions
you choose, and doesnt do anything that you dont allow it to do. During this
you choose, and doesn't do anything that you don't allow it to do. During this
time you can also cause the creature to use a reaction, but this requires you to
use your own reaction as well.
@@ -741,9 +741,9 @@ class DominatePerson(Spell):
spell ends.
At Higher Levels: When you cast this spell using a 6th-level spell
slot, the duration is concentration, up to 10 minutes.
slot, the duration is concentration, up to 10 minutes.
When you use a 7th-
level spell slot, the duration is concentration, up to 1 hour.
level spell slot, the duration is concentration, up to 1 hour.
When you use a
spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
"""
@@ -791,15 +791,15 @@ class DrawmijsInstantSummons(Spell):
component. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action to speak the items name and
At any time thereafter, you can use your action to speak the item's name and
crush the sapphire. The item instantly appears in your hand regardless of
physical or planar distances, and the spell ends. If another creature is holding
or carrying the item, crushing the sapphire doesnt transport the item to you,
or carrying the item, crushing the sapphire doesn't transport the item to you,
but instead you learn who the creature possessing the object is and roughly
where that creature is located at that moment.
Dispel magic or a similar
effect successfully applied to the sapphire ends this spells effect.
effect successfully applied to the sapphire ends this spell's effect.
"""
name = "Drawmijs Instant Summons"
level = 6
@@ -861,7 +861,7 @@ sleeping bird"""
class DruidGrove(Spell):
"""You invoke the spirits of nature to protect an area outdoors or underground. The
area can be as small as a 30foot cube or as large as a 90-foot cube. Buildings
area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings
and other structures are excluded from the affected area. If you cast this
spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast this
@@ -869,7 +869,7 @@ class DruidGrove(Spell):
can also specify a password that, when spoken aloud, makes the speaker immune to
these effects. The entire warded area radiates magic. A dispel magic cast on
the area, if successful, removes only one of the following effects, not the
entire area. That spells caster chooses which effect to end. Only when all its
entire area. That spell's caster chooses which effect to end. Only when all its
effects are gone is this spell dispelled.
Solid Fog. You can fill any number of
5-foot squares on the ground with thick fog, making them heavily obscured. The
@@ -878,13 +878,13 @@ class DruidGrove(Spell):
nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground
that arent filled with fog with grasping weeds and vines, as if they were
that aren't filled with fog with grasping weeds and vines, as if they were
affected by an entangle spell. To a creature immune to this effect, the weeds
and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to
uproot themselves from the ground. These trees have the same statistics as an
awakened tree, which appears in the Monster Manual, except they cant speak, and
awakened tree, which appears in the Monster Manual, except they can't speak, and
their bark is covered with druidic symbols. If any creature not immune to this
effect enters the warded area, the grove guardians fight until they have driven
off or slain the intruders. The grove guardians also obey your spoken commands
@@ -919,17 +919,17 @@ class Druidcraft(Spell):
"""Whispering to the spirits of nature, you create one of the following effects
within range:
You create a tiny, harmless sensory effect that predicts what
- You create a tiny, harmless sensory effect that predicts what
the weather will be at your location for the next 24 hours. The effect might
manifest as a golden orb  for clear skies, a cloud for rain, falling snowflakes
for snow, and so on. This effect persists for 1 round.
You instantly make a
- You instantly make a
flower blossom, a seed pod open, or a leaf bud bloom.
You create an
- You create an
instantaneous, harmless sensory effect, such as falling leaves, a puff of wind,
the sound of a small animal, or the faint odor of skunk. The effect  must fit in
a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a
- You instantly light or snuff out a candle, a torch, or a
small campfire.
"""
name = "Druidcraft"
@@ -948,11 +948,11 @@ class DustDevil(Spell):
"""(a pinch of dust)
Choose an unoccupied 5-foot cube of air that you can see
within range. An elemental force that resembles a dust devil appears in the cube
and lasts for the spells duration.
and lasts for the spell's duration.
Any creature that ends its turn within 5
feet of the dust devil must make a Strength saving throw. On a failed save, the
creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a
successful save, the creature takes half as much damage and isnt pushed.
successful save, the creature takes half as much damage and isn't pushed.
As a
bonus action, you can move the dust devil up to 30 feet in any direction. If the
dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the