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Fixed remaining docstrings to be valid rst, and cleaned up TeX templates.
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@@ -528,57 +528,60 @@ class SpeechOfTheWoods(Feature):
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class SpiritTotem(Feature):
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"""Starting at 2nd level, you can call forth nature spirits to influence the
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world around you. As a bonus action, you can magically summon an
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incorporeal spirit to a point you can see within 60 feet of you. The spirit
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creates an aura in a 30-foot radius around that point. It counts as neither
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a creature nor an object, though it has the spectral appearance of the
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creature it. represents.
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As a bonus action, you can move the spirit up to 60 feet to a point you can
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see. The spirit persists for 1 minute or until you're incapacitated. Once
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you use this feature, you can't use it again until you finish a short or
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long rest. The effect of the spirit's aura depends on the type of spirit
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you summon from the options below.
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**Bear Spirit**: The bear spirit grants you and your allies its might and
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endurance. Each creature ofyour choice in the aura when the spirit appears
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gains temporary hit points equal to 5 + your druid level. In addition, you
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and your allies gain advantage on Strength checks and Strength saving
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throws while in the aura.
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**Hawk Spirit**: The hawk spirit is a consummate hunter, aiding you and
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your allies with its keen sight. When a creature makes an attack roll
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against a target in the spirit's aura, you can use your reaction to grant
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advantage to that attack roll. In addition, you and your allies have
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advantage on Wisdom (Perception) checks while in the aura
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**Unicorn Spirit**: The unicorn spirit lends its protection to those
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nearby. You and your allies gain advantage on all ability checks made to
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detect creatures in the spirit's aura. In addition. if you cast a spell
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using a spell slot that restores hit points to any creature inside or
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outside the aura, each creature of your choice in the aura also regains hit
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points equal to your druid level.
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"""Starting at 2nd level, you can call forth nature spirits to
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influence the world around you. As a bonus action, you can
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magically summon an incorporeal spirit to a point you can see
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within 60 feet of you. The spirit creates an aura in a 30-foot
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radius around that point. It counts as neither a creature nor an
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object, though it has the spectral appearance of the creature
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it. represents.
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As a bonus action, you can move the spirit up to 60 feet to a
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point you can see. The spirit persists for 1 minute or until
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you're incapacitated. Once you use this feature, you can't use it
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again until you finish a short or long rest. The effect of the
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spirit's aura depends on the type of spirit you summon from the
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options below.
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**Bear Spirit**: The bear spirit grants you and your allies its
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might and endurance. Each creature ofyour choice in the aura when
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the spirit appears gains temporary hit points equal to 5 + your
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druid level. In addition, you and your allies gain advantage on
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Strength checks and Strength saving throws while in the aura.
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**Hawk Spirit**: The hawk spirit is a consummate hunter, aiding
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you and your allies with its keen sight. When a creature makes an
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attack roll against a target in the spirit's aura, you can use
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your reaction to grant advantage to that attack roll. In addition,
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you and your allies have advantage on Wisdom (Perception) checks
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while in the aura
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**Unicorn Spirit**: The unicorn spirit lends its protection to
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those nearby. You and your allies gain advantage on all ability
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checks made to detect creatures in the spirit's aura. In
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addition. if you cast a spell using a spell slot that restores hit
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points to any creature inside or outside the aura, each creature
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of your choice in the aura also regains hit points equal to your
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druid level.
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"""
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name = "Spirit Totem"
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source = "Druid (Circle of the Shepherd)"
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class MightySummoner(Feature):
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"""Starting at 6th level, beasts and fey that you conjure are more resilient
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than normal. Any beast or fey summoned or created by a spell that you cast
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gains the. following benefits:
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- The creature appears with more hit points than normal: 2 extra hit
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- The creature appears with more hit points than normal: 2 extra hit
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points per Hit Die it has.
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- The damage from its natural weapons is considered magical for the
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purpose of overcoming immunity and resistance to nonmagical attacks and
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damage.
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"""Starting at 6th level, beasts and fey that you conjure are more
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resilient than normal. Any beast or fey summoned or created by a
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spell that you cast gains the. following benefits:
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- The creature appears with more hit points than normal: 2 extra
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hit
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- The creature appears with more hit points than normal: 2 extra
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hit points per Hit Die it has.
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- The damage from its natural weapons is considered magical for
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the purpose of overcoming immunity and resistance to nonmagical
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attacks and damage.
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"""
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name = "Mighty Summoner"
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source = "Druid (Circle of the Shepherd)"
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@@ -590,7 +593,7 @@ class GuardianSpirit(Feature):
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that you summoned or created with a spell ends its turn in your
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Spirit Totem aura, that creature regains a number of hit points
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equal to half your druid level.
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"""
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name = "Guardian Spirit"
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source = "Druid (Circle of the Shepherd)"
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@@ -652,19 +655,19 @@ class SymbioticEntity(Feature):
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class FungalInfestation(Feature):
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"""At 6th level, your spores gain the ability to infest a corpse and
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animate it. If a beast or a humanoid that ist Small or Medium dies within
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10 feet of you, you can use your reaction to animate it, causing it to
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stand up immediately with 1 hit point. The creature uses the zombie stat
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block in the _Monster Manual_. It remains animate for 1 hour, after which
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time it collapses and dies.
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In combat, the zombie's turn comes immediately after yours. It obeys your
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mental commands, and the only action it can take is the Attack action,
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making one melee attack.
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You can use this feature a number of times equal to your Wisdom modifier
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(minimum of once), and you regain all expended uses of it when you finish a
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long rest.
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animate it. If a beast or a humanoid that is Small or Medium dies
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within 10 feet of you, you can use your reaction to animate it,
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causing it to stand up immediately with 1 hit point. The creature
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uses the zombie stat block in the Monster Manual. It remains
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animated for 1 hour, after which time it collapses and dies.
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In combat, the zombie's turn comes immediately after yours. It
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obeys your mental commands, and the only action it can take is the
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Attack action, making one melee attack.
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You can use this feature a number of times equal to your Wisdom
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modifier (minimum of once), and you regain all expended uses of it
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when you finish a long rest.
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"""
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name = "Fungal Infestation"
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