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change hyphen to dots
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@@ -84,19 +84,19 @@ class MagicalTinkering(Feature):
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artisan's tools in hand. You then touch a Tiny nonmagical object as an
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action and give it one of the following magical properties of your choice:
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- The object sheds bright light in a 5-foot radius and dim light for an
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• The object sheds bright light in a 5-foot radius and dim light for an
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additional 5 fe et.
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- Whenever tapped by a creature, the object emits a recorded message that
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• Whenever tapped by a creature, the object emits a recorded message that
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can be heard up to 10 feet away. You utter the message when you bestow
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this property on the object, and the recording can be no more than 6
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seconds long.
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- The object continuously emits your choice of an odor or a nonverbal sound
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• The object continuously emits your choice of an odor or a nonverbal sound
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(wind, waves, chirping, or the like). The chosen phenomenon is
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perceivable up to 10 feet away.
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- A static visual effect appears on one of the object's surfaces. This
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• A static visual effect appears on one of the object's surfaces. This
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effect can be a picture, up to 25 words of text, lines and shapes, or a
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mixture of these elements, as you like. The chosen property lasts
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indefinitely. As an action, you can touch the object and end the property
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@@ -232,9 +232,9 @@ class MagicItemAdept(Feature):
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"""When you reach 10th level, you achieve a profound understanding of how
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to use and make magic items:
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- You can attune to up to four magic items at once.
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• You can attune to up to four magic items at once.
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- If you craft a magic item with a rarity of common or uncommon, it takes
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• If you craft a magic item with a rarity of common or uncommon, it takes
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you a quarter of the normal time, and it costs you half as much of the
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usual gold.
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"""
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@@ -247,7 +247,7 @@ class SpellStoringItem(Feature):
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"""At 11th level, you learn how to store a spell in an object. Whenever you
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finish a long rest, you can touch one simple or martial weapon or one item
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that you can use as a spellcasting focus, and you store a spell in it,
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choosing a 1st- or 2nd-level spell from the artificer spell list that
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choosing a 1st• or 2nd-level spell from the artificer spell list that
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requires 1 action to cast (you needn't have it prepared).
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While holding the object, a creature can take an action to produce the
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@@ -265,9 +265,9 @@ class SpellStoringItem(Feature):
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class MagicItemSavant(Feature):
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"""At 14th level, your skill with magic items deepens more:
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- You can attune to up to five magic items at once.
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• You can attune to up to five magic items at once.
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- You ignore all class, race, spell, and level requirements on attuning to
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• You ignore all class, race, spell, and level requirements on attuning to
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or using a magic item.
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"""
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@@ -288,10 +288,10 @@ class SoulOfArtifice(Feature):
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"""At 20th level, you develop a mystical connection to your magic items,
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which you can draw on for protection:
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- You gain a +1 bonus to all saving throws per magic item you are currently
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• You gain a +1 bonus to all saving throws per magic item you are currently
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attuned to.
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- If you're reduced to 0 hit points but not killed outright, you can use
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• If you're reduced to 0 hit points but not killed outright, you can use
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your reaction to end one of your artificer infusions, causing you to drop
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to 1 hit point instead of 0.
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"""
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@@ -392,11 +392,11 @@ class RestorativeReagents(Feature):
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"""Starting at 9th level, you can incorporate
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restorative reagents into some of your works:
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- Whenever a creature drinks an experimental elixir you created, the
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• Whenever a creature drinks an experimental elixir you created, the
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creature gains temporary hit points equal to 2d6 + your Intelligence
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modifier (minimum of 1 temporary hit point).
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- You can cast lesser restoration without expending a spell slot and
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• You can cast lesser restoration without expending a spell slot and
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without preparing the spell, provided you use alchemist's supplies as the
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spellcasting focus. You can do so a number of times equal to your
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Intelligence modifier (minimum of once), and you regain all expended uses
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@@ -412,10 +412,10 @@ class ChemicalMastery(Feature):
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pose little risk to you, and you can use them to quickly end certain
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ailments:
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- You gain resistance to acid damage and poison damage, and you are immune
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• You gain resistance to acid damage and poison damage, and you are immune
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to the poisoned condition.
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- You can cast greater restoration and heal without expending a spell
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• You can cast greater restoration and heal without expending a spell
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slot, without preparing the spell, and without material components,
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provided you use alchemist's supplies as the spellcasting focus. Once
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you cast either spell with this feature, you can't cast that spell with
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@@ -526,9 +526,9 @@ class ExplosiveCannon(Feature):
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"""Starting at 9th level, every eldritch cannon you create is more
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destructive:
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- The cannon's damage rolls all increase by 1d8.
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• The cannon's damage rolls all increase by 1d8.
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- As an action, you can command the cannon to detonate if you are within 60
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• As an action, you can command the cannon to detonate if you are within 60
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feet of it. Doing so destroys the cannon and forces each creature within
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20 feet of it to make a Dexterity saving throw against your spell save
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DC, taking 3d8 force damage on a failed save or half as much damage on a
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@@ -543,11 +543,11 @@ class FortifiedPosition(Feature):
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"""Starting at 15th level, you're a master at forming well-defended
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emplacements using Eldritch Cannon:
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- You and your allies have half cover while within 10 feet of a cannon you
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• You and your allies have half cover while within 10 feet of a cannon you
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create with Eldritch Cannon, as a result of a shimmering field of magical
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protection that the cannon emits.
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- You can now have two cannons at the same time. You can create two with
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• You can now have two cannons at the same time. You can create two with
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the same action (but not the same spell slot), and you can activate both
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of them with the same bonus action. You determine whether the cannons are
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identical to each other or different. You can't create a third cannon
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@@ -590,9 +590,9 @@ class BattleReady(Feature):
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"""When you reach 3rd level, your combat training and your experiments with
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magic have paid off in two ways:
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- You gain proficiency with martial weapons.
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• You gain proficiency with martial weapons.
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- When you attack with a magic weapon, you can use your Intelligence
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• When you attack with a magic weapon, you can use your Intelligence
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modifier, instead of Strength or Dexterity modifier, for the attack and
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damage rolls.
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"""
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@@ -645,9 +645,9 @@ class ArcaneJolt(Feature):
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defender hits a target, you can channel magical energy through the strike
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to create one of the following effects:
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- The target takes an extra 2d6 force damage.
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• The target takes an extra 2d6 force damage.
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- Choose one creature or object you can see within 30 feet of the target.
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• Choose one creature or object you can see within 30 feet of the target.
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Healing energy flows into the chosen recipient, restoring 2d6 hit points
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to it. You can use this energy a number of times equal to your
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Intelligence modifier (minimum of once), but you can do so no more than
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@@ -662,12 +662,12 @@ class ImprovedDefender(Feature):
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"""At 15th level, your Arcane jolt and steel defender become more
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powerful:
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- The extra damage and the healing of your Arcane jolt both increase to
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• The extra damage and the healing of your Arcane jolt both increase to
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4d6.
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- Your steel defender gains a +2 bonus to Armor Class.
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• Your steel defender gains a +2 bonus to Armor Class.
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- Whenever your steel defender uses its Deflect Attack, the attacker takes
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• Whenever your steel defender uses its Deflect Attack, the attacker takes
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force damage equal to 1d4 +your Intelligence modifier.
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"""
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