Fixed remaining docstrings to be valid rst, and cleaned up TeX templates.

This commit is contained in:
Mark Wolfman
2021-04-15 22:31:14 -05:00
parent c8577187b0
commit 63c62a17f8
26 changed files with 416 additions and 498 deletions
+62 -59
View File
@@ -528,57 +528,60 @@ class SpeechOfTheWoods(Feature):
class SpiritTotem(Feature):
"""Starting at 2nd level, you can call forth nature spirits to influence the
world around you. As a bonus action, you can magically summon an
incorporeal spirit to a point you can see within 60 feet of you. The spirit
creates an aura in a 30-foot radius around that point. It counts as neither
a creature nor an object, though it has the spectral appearance of the
creature it. represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can
see. The spirit persists for 1 minute or until you're incapacitated. Once
you use this feature, you can't use it again until you finish a short or
long rest. The effect of the spirit's aura depends on the type of spirit
you summon from the options below.
**Bear Spirit**: The bear spirit grants you and your allies its might and
endurance. Each creature ofyour choice in the aura when the spirit appears
gains temporary hit points equal to 5 + your druid level. In addition, you
and your allies gain advantage on Strength checks and Strength saving
throws while in the aura.
**Hawk Spirit**: The hawk spirit is a consummate hunter, aiding you and
your allies with its keen sight. When a creature makes an attack roll
against a target in the spirit's aura, you can use your reaction to grant
advantage to that attack roll. In addition, you and your allies have
advantage on Wisdom (Perception) checks while in the aura
**Unicorn Spirit**: The unicorn spirit lends its protection to those
nearby. You and your allies gain advantage on all ability checks made to
detect creatures in the spirit's aura. In addition. if you cast a spell
using a spell slot that restores hit points to any creature inside or
outside the aura, each creature of your choice in the aura also regains hit
points equal to your druid level.
"""Starting at 2nd level, you can call forth nature spirits to
influence the world around you. As a bonus action, you can
magically summon an incorporeal spirit to a point you can see
within 60 feet of you. The spirit creates an aura in a 30-foot
radius around that point. It counts as neither a creature nor an
object, though it has the spectral appearance of the creature
it. represents.
As a bonus action, you can move the spirit up to 60 feet to a
point you can see. The spirit persists for 1 minute or until
you're incapacitated. Once you use this feature, you can't use it
again until you finish a short or long rest. The effect of the
spirit's aura depends on the type of spirit you summon from the
options below.
**Bear Spirit**: The bear spirit grants you and your allies its
might and endurance. Each creature ofyour choice in the aura when
the spirit appears gains temporary hit points equal to 5 + your
druid level. In addition, you and your allies gain advantage on
Strength checks and Strength saving throws while in the aura.
**Hawk Spirit**: The hawk spirit is a consummate hunter, aiding
you and your allies with its keen sight. When a creature makes an
attack roll against a target in the spirit's aura, you can use
your reaction to grant advantage to that attack roll. In addition,
you and your allies have advantage on Wisdom (Perception) checks
while in the aura
**Unicorn Spirit**: The unicorn spirit lends its protection to
those nearby. You and your allies gain advantage on all ability
checks made to detect creatures in the spirit's aura. In
addition. if you cast a spell using a spell slot that restores hit
points to any creature inside or outside the aura, each creature
of your choice in the aura also regains hit points equal to your
druid level.
"""
name = "Spirit Totem"
source = "Druid (Circle of the Shepherd)"
class MightySummoner(Feature):
"""Starting at 6th level, beasts and fey that you conjure are more resilient
than normal. Any beast or fey summoned or created by a spell that you cast
gains the. following benefits:
- The creature appears with more hit points than normal: 2 extra hit
- The creature appears with more hit points than normal: 2 extra hit
points per Hit Die it has.
- The damage from its natural weapons is considered magical for the
purpose of overcoming immunity and resistance to nonmagical attacks and
damage.
"""Starting at 6th level, beasts and fey that you conjure are more
resilient than normal. Any beast or fey summoned or created by a
spell that you cast gains the. following benefits:
- The creature appears with more hit points than normal: 2 extra
hit
- The creature appears with more hit points than normal: 2 extra
hit points per Hit Die it has.
- The damage from its natural weapons is considered magical for
the purpose of overcoming immunity and resistance to nonmagical
attacks and damage.
"""
name = "Mighty Summoner"
source = "Druid (Circle of the Shepherd)"
@@ -590,7 +593,7 @@ class GuardianSpirit(Feature):
that you summoned or created with a spell ends its turn in your
Spirit Totem aura, that creature regains a number of hit points
equal to half your druid level.
"""
name = "Guardian Spirit"
source = "Druid (Circle of the Shepherd)"
@@ -652,19 +655,19 @@ class SymbioticEntity(Feature):
class FungalInfestation(Feature):
"""At 6th level, your spores gain the ability to infest a corpse and
animate it. If a beast or a humanoid that ist Small or Medium dies within
10 feet of you, you can use your reaction to animate it, causing it to
stand up immediately with 1 hit point. The creature uses the zombie stat
block in the _Monster Manual_. It remains animate for 1 hour, after which
time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your
mental commands, and the only action it can take is the Attack action,
making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier
(minimum of once), and you regain all expended uses of it when you finish a
long rest.
animate it. If a beast or a humanoid that is Small or Medium dies
within 10 feet of you, you can use your reaction to animate it,
causing it to stand up immediately with 1 hit point. The creature
uses the zombie stat block in the Monster Manual. It remains
animated for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It
obeys your mental commands, and the only action it can take is the
Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom
modifier (minimum of once), and you regain all expended uses of it
when you finish a long rest.
"""
name = "Fungal Infestation"