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Markdown Corrections
Technical corrections in the Markdown.
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@ -1337,15 +1337,15 @@ The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue,
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Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
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**_Honesty._** Don’t lie or cheat. Let your word be your promise.
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**_Honesty_**. Don’t lie or cheat. Let your word be your promise.
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**_Courage._** Never fear to act, though caution is wise.
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**_Courage_**. Never fear to act, though caution is wise.
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**_Compassion._** Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
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**_Compassion_**. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
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**_Honor._** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
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**_Honor_**. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
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**_Duty._** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
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**_Duty_**. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
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###### Oath Spells
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@ -1365,11 +1365,11 @@ You gain oath spells at the paladin levels listed.
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When you take this oath at 3rd level, you gain the following two Channel Divinity options.
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**_Sacred Weapon._** As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
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**_Sacred Weapon_**. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
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You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
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**_Turn the Unholy._** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
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**_Turn the Unholy_**. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
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A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
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@ -1586,39 +1586,39 @@ Emulating the Hunter archetype means accepting your place as a bulwark between c
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At 3rd level, you gain one of the following features of your choice.
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**_Colossus Slayer._** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
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**_Colossus Slayer_**. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
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**_Giant Killer._** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
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**_Giant Killer_**. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
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**_Horde Breaker._** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
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**_Horde Breaker_**. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
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###### Defensive Tactics
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At 7th level, you gain one of the following features of your choice.
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**_Escape the Horde._** Opportunity attacks against you are made with disadvantage.
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**_Escape the Horde_**. Opportunity attacks against you are made with disadvantage.
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**_Multiattack Defense._** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
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**_Multiattack Defense_**. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
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**_Steel Will._** You have advantage on saving throws against being frightened.
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**_Steel Will_**. You have advantage on saving throws against being frightened.
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###### Multiattack
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At 11th level, you gain one of the following features of your choice.
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**_Volley._** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
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**_Volley_**. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
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**_Whirlwind Attack._** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
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**_Whirlwind Attack_**. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
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###### Superior Hunter’s Defense
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At 15th level, you gain one of the following features of your choice.
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**_Evasion._** When you are subjected to an effect, such as a red dragon’s fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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**_Evasion_**. When you are subjected to an effect, such as a red dragon’s fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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**_Stand Against the Tide._** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
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**_Stand Against the Tide_**. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
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**_Uncanny Dodge._** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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**_Uncanny Dodge_**. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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### Rogue
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@ -1882,7 +1882,7 @@ You have 2 sorcery points, and you gain more as you reach higher levels, as show
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You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
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**_Creating Spell Slots._** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
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**_Creating Spell Slots_**. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
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Any spell slot you create with this feature vanishes when you finish a long rest.
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@ -1896,7 +1896,7 @@ Any spell slot you create with this feature vanishes when you finish a long rest
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| 4th | 6 |
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| 5th | 7 |
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**_Converting a Spell Slot to Sorcery Points._** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
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**_Converting a Spell Slot to Sorcery Points_**. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
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#### Metamagic
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@ -2372,11 +2372,11 @@ Once you use this feature, you can’t use it again until you finish a long rest
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>
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> Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.
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>
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> **_Pact of the Chain._** Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it.
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> **_Pact of the Chain_**. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it.
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>
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> **_Pact of the Blade._** If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.
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> **_Pact of the Blade_**. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.
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>
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> **_Pact of the Tome._** Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.
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> **_Pact of the Tome_**. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.
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### Wizard
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@ -2543,14 +2543,14 @@ The first time you do so, you suffer no adverse effect. If you use this feature
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>
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> The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
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>
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> **_Copying a Spell into the Book._** When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
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> **_Copying a Spell into the Book_**. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
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>
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> Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
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>
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> For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
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>
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> **_Replacing the Book._** You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
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> **_Replacing the Book_**. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
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>
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> If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
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>
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> **_The Book’s Appearance._** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
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> **_The Book’s Appearance_**. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
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