Fix dash words and some other typos

This commit is contained in:
Tomáš Heger
2020-05-01 01:22:24 +02:00
parent bb23154df8
commit 0df5d50fe5
18 changed files with 1757 additions and 1762 deletions
+8 -7
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@@ -260,13 +260,14 @@ class ForgeDomain(ClericDomain):
humble blacksmith who keeps a village in horseshoes and plow blades to the
mighty elf artisan whose diamond-tipped arrows of mithral have felled demon
lords. The gods of the forge teach that, with patience and hard work, even
the most intractable metal can be transformed from a lump of ore to a beau-
tifully wrought object. Clerics of these deities search for objects lost to
the forces of darkness, liberate mines overrun by ores, and uncover rare
and wondrous materials necessary to create potent magic items. Followers
of these gods take great pride in their work, and they are willing to craft
and use heavy armor and powerful weapons to protect them. Deities of this
domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
the most intractable metal can be transformed from a lump of ore to
a beautifully wrought object. Clerics of these deities search for objects
lost to the forces of darkness, liberate mines overrun by ores, and uncover
rare and wondrous materials necessary to create potent magic items.
Followers of these gods take great pride in their work, and they are willing
to craft and use heavy armor and powerful weapons to protect them. Deities
of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and
Goibhniu.
"""
name = "Forge Domain"
+2 -2
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@@ -85,8 +85,8 @@ class ShepherdCircle(SubClass):
Members of this circle become adventurers to oppose forces that threaten
their charges or to seek knowledge and power that will help them safeguard
their charges better. Wherever these druids go, the spirits of the wil-
derness are with them
their charges better. Wherever these druids go, the spirits of
the wilderness are with them
"""
name = "Circle of the Shepherd"
+3 -3
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@@ -114,9 +114,9 @@ class OathOfVengance(PaladinOath):
committed a grievous sin. When evil forces slaughter helpless villagers,
when an entire people turns against the will of the gods, when a thieves'
guild grows too violent and powerful, when a dragon rampages through the
countryside-at times like these, paladins arise and swear an Oath of
Vengeance to set right that which has gone wrong. To these paladins-
sometimes called avengers or dark knights-their own purity is not as
countryside - at times like these, paladins arise and swear an Oath of
Vengeance to set right that which has gone wrong. To these paladins -
sometimes called avengers or dark knights - their own purity is not as
important as delivering justice.
**Tenets of Vengance**: The tenets of the Oath of Vengeance vary by
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@@ -121,9 +121,9 @@ class HorizonWalker(SubClass):
class MonsterSlayer(SubClass):
"""You have dedicated yourself to hunting down creatures of the night and
wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil
fey, fiends, and other magical threats. Trained in supernatural tech-
niques to overcome such monsters, Slayers are experts at unearthing and
defeating mighty, mystical foes.
fey, fiends, and other magical threats. Trained in supernatural techniques
to overcome such monsters, Slayers are experts at unearthing and defeating
mighty, mystical foes.
"""
name = "Monster Slayer"
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@@ -133,8 +133,8 @@ class Scout(SubClass):
class Swashbuckler(SubClass):
"""You focus your training on the art of the blade, relying on speed,
elegance, and charm in equal parts. While some warriors are brutes clad in
heavy armor, your method of fighting looks almost like a performance. Du-
elists and pirates typically belong to this archetype. A Swashbuckler
heavy armor, your method of fighting looks almost like a performance.
Duelists and pirates typically belong to this archetype. A Swashbuckler
excels in single combat, and can fight with two weapons while safely
darting away from an opponent
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@@ -92,8 +92,8 @@ class Celestial(SubClass):
"""Your patron is a powerful being of the Upper Planes. You have bound yourself
to an ancient empyrean, solar, ki-rin, unicorn, or other entity that
resides in the planes of everlasting bliss. Your pact with that being
allows you to experience the barest touch of the holy light that illu-
minates the multiverse.
allows you to experience the barest touch of the holy light that illuminates
the multiverse.
Being connected to such power can cause changes in your behavior and
beliefs. You might find yourself driven to annihilate the undead, to defeat
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@@ -370,10 +370,10 @@ class UthgardtHeritage(Feature):
class KeptInStyle(Feature):
"""While you are in Waterdeep or elsewhere in the North your house sees to your
everyday needs. Your name and signet are sufficient to cover most of your
expenses; the inns, taverns, and festhalls you frequent are glad to re-
cord your debt and send an accounting to your family's estate in Waterdeep
"""While you are in Waterdeep or elsewhere in the North your house sees to
your everyday needs. Your name and signet are sufficient to cover most of
your expenses; the inns, taverns, and festhalls you frequent are glad to
record your debt and send an accounting to your family's estate in Waterdeep
to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having
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@@ -589,8 +589,8 @@ class DesertAura(Feature):
Choose desert, sea, or tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your environment choice
whenever you gain a level in this class. If your aura's effects require a
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
tion modifier.
saving throw, the DC equals 8 + your proficiency bonus + your Constitution
modifier.
**Desert**: When this effect is activated, all other creatures in your
aura take 2 fire damage each. The damage increases when you reach certain
@@ -612,8 +612,8 @@ class SeaAura(Feature):
Choose desert, sea, or tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your environment choice
whenever you gain a level in this class. If your aura's effects require a
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
tion modifier.
saving throw, the DC equals 8 + your proficiency bonus + your Constitution
modifier.
**Sea**: When this effect is activated, you can choose one other creature
you can see in your aura. The target must make a Dexterity saving
@@ -637,8 +637,8 @@ class TundraAura(Feature):
Choose desert, sea, or tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your environment choice
whenever you gain a level in this class. If your aura's effects require a
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
tion modifier.
saving throw, the DC equals 8 + your proficiency bonus + your Constitution
modifier.
**Tundra**: When this effect is activated, each creature of your choice in
your aura gains 2 temporary hit points, as icy spirits inure it to
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@@ -402,13 +402,13 @@ class PsychicBlades(Feature):
class WordsOfTerror(Feature):
"""At 3rd level, you learn to infuse innocent-seeming words with an insidious
magic that can inspire terror. If you speak to a humanoid alone for at
least 1 minute, you can attempt to seed paranoia in its mind. At the end of
the conversation, the target must succeed on a Wisdom saving throw against
your spell save DC or be frightened of you or another creature ofyour
choice. The target is frightened in this way for 1 hour, until it is at-
tacked or damaged, or until it witnesses its allies being attacked or
"""At 3rd level, you learn to infuse innocent-seeming words with
an insidious magic that can inspire terror. If you speak to a humanoid alone
for at least 1 minute, you can attempt to seed paranoia in its mind. At
the end of the conversation, the target must succeed on a Wisdom saving
throw against your spell save DC or be frightened of you or another creature
of your choice. The target is frightened in this way for 1 hour, until it is
attacked or damaged, or until it witnesses its allies being attacked or
damaged.
If the target succeeds on its saving throw, the target has no hint that you
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@@ -50,8 +50,8 @@ class WildShape(Feature):
• You retain the benefit of any features from your class, race, or other
source and can use them if the new form is physically capable of doing
so. However, you can't use any of your special senses, such as darkvi-
sion, unless your new form also has that sense.
so. However, you can't use any of your special senses, such as darkvision,
unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space,
merges into your new form, or is worn by it. Worn equipment functions as
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@@ -583,8 +583,8 @@ class RoyalEnvoy(Feature):
class InspiringSurge(Feature):
"""Starting at 10th level, when you use your Action Surge feature , you can
choose one creature within 60 feet of you that is allied with you. That
creature can make one melee or ranged weapon attack with its reaction, pro-
vided that it can see or hear you. Starting at 18th level, you can choose
creature can make one melee or ranged weapon attack with its reaction,
provided that it can see or hear you. Starting at 18th level, you can choose
two allies within 60 feet of you, rather than one.
"""
@@ -697,10 +697,10 @@ class BeguilingArrow(Feature):
target. The creature hit by the arrow takes an extra 2d6 psychic damage,
and choose one ofyour allies within 30 feet of the target. The target must
succeed on a Wisdom saving throw, or it is charmed by the chosen ally until
the start ofyour next turn. This effect ends early if the chosen ally at-
tacks the charmed target, deals damage to it, or forces it to make a saving
throw. The psychic damage increases to 4d6 when you reach 18th level in
this class.
the start ofyour next turn. This effect ends early if the chosen ally
attacks the charmed target, deals damage to it, or forces it to make
a saving throw. The psychic damage increases to 4d6 when you reach 18th
level in this class.
"""
name = "Arcane Shot: Beguiling Arrow"
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@@ -272,10 +272,10 @@ class RebukeTheViolent(Feature):
class AuraOfTheGuardian(Feature):
"""Starting at 7th level, you can shield others from harm at the cost of your
own health. When a creature within 10 feet of you takes damage, you can use
your reaction to magically take that damage, instead of that creature tak-
ing it. This feature doesn't transfer any other effects that might
accompany the damage, and this damage can't be reduced in any way. At 18th
level, the range of this aura increases to 30 feet.
your reaction to magically take that damage, instead of that creature taking
it. This feature doesn't transfer any other effects that might accompany
the damage, and this damage can't be reduced in any way. At 18th level,
the range of this aura increases to 30 feet.
"""
name = "Aura of the Guardian"
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@@ -409,9 +409,9 @@ class LightBearer(Feature):
class RadiantSoul(Feature):
"""Starting at 3rd level, you can use your action to unleash the divine energy
within yourself, causing your eyes to glimmer and two luminous, incor-
poreal wings to sprout from your back.
"""Starting at 3rd level, you can use your action to unleash the divine
energy within yourself, causing your eyes to glimmer and two luminous,
incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus
action. During it, you have a flying speed of 30 feet, and once on each of
@@ -449,18 +449,18 @@ class RadiantConsumption(Feature):
class NecroticShroud(Feature):
"""Starting at 3rd level, you can use your action to unleash the divine energy
within yourself, causing your eyes to turn into pools of darkness and two
skeletal, ghostly, flightless wings to sprout from your back. The instant
you transform, other creatures within 10 feet of you that can see you must
each succeed on a Charisma saving throw (DC 8 + your proficiency bonus +
your Charisma modifier) or become frightened of you until the end of your
next turn.
"""Starting at 3rd level, you can use your action to unleash the divine
energy within yourself, causing your eyes to turn into pools of darkness and
two skeletal, ghostly, flightless wings to sprout from your back.
The instant you transform, other creatures within 10 feet of you that can
see you must each succeed on a Charisma saving throw (DC 8 + your
proficiency bonus + your Charisma modifier) or become frightened of you
until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus
action. During it, once on each of your turns, you can deal extra ne-
crotic damage to one target when you deal damage to it with an attack or a
spell. The extra necrotic damage equals your level.
action. During it, once on each of your turns, you can deal extra necrotic
damage to one target when you deal damage to it with an attack or a spell.
The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long
rest.
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@@ -384,9 +384,9 @@ class HealingLight(Feature):
class RadiantSoul(Feature):
"""Starting at 6th level, your link to the Celestial allows you to serve as a
conduit for radiant energy. You have resistance to radiant damage, and when
you cast a spell that deals radiant or fire damage, you can add your Cha-
risma modifier to one radiant or fire damage roll of that spell against one
of its targets.
you cast a spell that deals radiant or fire damage, you can add your
Charisma modifier to one radiant or fire damage roll of that spell against
one of its targets.
"""
name = "Radiant Soul"
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@@ -575,24 +575,24 @@ class ArcaneEye(Spell):
class ArcaneGate(Spell):
"""You create linked teleportation portals that remain open for the duration.
"""You create linked teleportation portals that remain open for
the duration.
Choose two points on the ground that you can see, one point within 10 feet of
you and one point within 500 feet of you. A circular portal, 10 feet in
diameter, opens over each point. If the portal would open in the space occupied
by a creature, the spell fails, and the casting is lost.
Choose two points on the ground that you can see, one point within 10 feet
of you and one point within 500 feet of you. A circular portal, 10 feet in
diameter, opens over each point. If the portal would open in the space
occupied by a creature, the spell fails, and the casting is lost.
 The portals are two-
dimensional glowing rings filled with mist, hovering inches from the ground and
perpendicular to it at the points you choose. A ring is visible only from one
side (your choice), which is the side that functions as a portal.
The portals are two-dimensional glowing rings filled with mist, hovering
inches from the ground and perpendicular to it at the points you choose.
A ring is visible only from one side (your choice), which is the side that
functions as a portal.
 
Any
creature or object entering the portal exits from the other portal as if the two
were adjacent to each other; passing through a portal from the nonportal side
has no effect. The mist that fills each portal is opaque and blocks vision
through it. On your turn, you can rotate the rings as a bonus action so that the
active side faces in a different direction.
Any creature or object entering the portal exits from the other portal as if
the two were adjacent to each other; passing through a portal from
the nonportal side has no effect. The mist that fills each portal is opaque
and blocks vision through it. On your turn, you can rotate the rings as
a bonus action so that the active side faces in a different direction.
"""
name = "Arcane Gate"
level = 6
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@@ -629,37 +629,34 @@ class DivineWord(Spell):
class DominateBeast(Spell):
"""You attempt to beguile a beast that you can see within range.
It must succeed
on a W isdom saving throw or be charmed by you for the duration. If you or
creatures that are friendly to you are fighting it, it has advantage on the
saving throw.
"""You attempt to beguile a beast that you can see within range. It must
succeed on a Wisdom saving throw or be charmed by you for the duration. If
you or creatures that are friendly to you are fighting it, it has advantage
on the saving throw.
While the beast is charmed, you have a telepathic link with 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 doesn't receive
further direction from you, it defends and preserves itself to the best of its
ability.
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 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 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.
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 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.
Each time the target takes damage, it makes
a new Wisdom saving throw against the spell. If the saving throw succeeds, the
spell ends.
Each time the target takes damage, it makes a new Wisdom saving throw
against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell with a 5th-level spell
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.
When you use a
spell slot of 7th level or higher, the duration is concentration, up to 8 hours
At Higher Levels: When you cast this spell with a 5th-level spell 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. When you use
a spell slot of 7th level or higher, the duration is concentration, up to
8 hours
"""
name = "Dominate Beast"
level = 4
@@ -716,36 +713,33 @@ class DominateMonster(Spell):
class DominatePerson(Spell):
"""You attempt to beguile a humanoid that you can see within range.
It must
succeed on a Wisdom saving throw or be charmed by you for the duration. If you
or creatures that are friendly to you are fighting it, it has advantage on the
saving throw.
It must succeed on a Wisdom saving throw or be charmed by you for the
duration. If you or creatures that are friendly to you are fighting it, it
has advantage on the saving throw.
While the target is charmed, you have a telepathic link with 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 doesn't
receive further direction from you, it defends and preserves itself to the best
of its ability.
While the target is charmed, you have a telepathic link with 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 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 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.
the target. Until the end of your next turn, the creature takes only
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.
Each time the target takes damage, it makes a
new Wisdom saving throw against the spell. If the saving throw succeeds, the
spell ends.
Each time the target takes damage, it makes a new Wisdom saving throw
against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell using a 6th-level spell
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.
When you use a
spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
At Higher Levels: When you cast this spell using a 6th-level spell 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. When you use
a spell slot of 8th level or higher, the duration is concentration, up to
8 hours.
"""
name = "Dominate Person"
level = 5
+15 -14
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@@ -539,11 +539,11 @@ class SickeningRadiance(Spell):
class Silence(Spell):
"""For the duration, no sound can be created within or pass through a 20-foot-
radius sphere centered on a point you choose within range. Any creature or
object entirely inside the sphere is immune to thunder damage, and creatures are
deafened while entirely inside it. Casting a spell that includes a verbal
component is impossible there.
"""For the duration, no sound can be created within or pass through a 20-foot-radius
sphere centered on a point you choose within range. Any creature or object entirely
inside the sphere is immune to thunder damage, and creatures are deafened while
entirely inside it. Casting a spell that includes a verbal component is impossible
there.
"""
name = "Silence"
level = 2
@@ -1358,20 +1358,21 @@ class SummonLesserDemons(Spell):
class Sunbeam(Spell):
"""A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-
line.
"""A beam of brilliant light flashes out from your hand in a 5-foot-wide,
60-foot-line.
Each creature in the line must make a Constitution saving throw. On a
failed save, a creature takes 6d8 radiant damage and is blinded until your next
turn. On a successful save, it takes half as much damage and isn't blinded by
this spell. Undead and oozes have disadvantage on this saving throw.
failed save, a creature takes 6d8 radiant damage and is blinded until your
next turn. On a successful save, it takes half as much damage and isn't
blinded by this spell. Undead and oozes have disadvantage on this saving
throw.
You can
create a new line of radiance as your action on any turn until the spell ends.
You can create a new line of radiance as your action on any turn until
the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds
bright light in a 30-foot radius and dim light for an additional 30 feet. The
light is sunlight.
bright light in a 30-foot radius and dim light for an additional 30 feet.
The light is sunlight.
"""
name = "Sunbeam"
level = 6
+14 -15
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@@ -268,23 +268,22 @@ class TempleOfTheGods(Spell):
class TensersFloatingDisk(Spell):
"""This spell creates a circular, horizontal plane of force, 3 feet in diameter and
1 inch thick, that floats 3 feet above the ground in an unoccupied space of
your choice that you can see within range.
The disk remains for the duration,
and can hold up to 500 pounds. If more weight is placed on it, the spell ends,
and everything on the disk falls to the ground.
"""This spell creates a circular, horizontal plane of force, 3 feet in
diameter and 1 inch thick, that floats 3 feet above the ground in
an unoccupied space of your choice that you can see within range. The disk
remains for the duration, and can hold up to 500 pounds. If more weight is
placed on it, the spell ends, and everything on the disk falls to
the ground.
The disk is immobile while you
are within 20 feet of it. If you move more than 20 feet away from it, the disk
follows you so that it remains within 20 feet of you. It can more across uneven
terrain, up or down stairs, slopes and the like, but it can't cross an elevation
change of 10 feet or more. For example, the disk can't move across a 10-foot-
deep pit, nor could it leave such a pit if it was created at the bottom.
The disk is immobile while you are within 20 feet of it. If you move more
than 20 feet away from it, the disk follows you so that it remains within
20 feet of you. It can more across uneven terrain, up or down stairs, slopes
and the like, but it can't cross an elevation change of 10 feet or more. For
example, the disk can't move across a 10-foot-deep pit, nor could it leave
such a pit if it was created at the bottom.
If you
move more than 100 feet from the disk (typically because it can't move around
an obstacle to follow you), the spell ends.
If you move more than 100 feet from the disk (typically because it can't
move around an obstacle to follow you), the spell ends.
"""
name = "Tensers Floating Disk"
level = 1