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Fix Water Elemental Whelm action. Closes #8
Fix Druid spellcasting and wild shape mix up. Add Adventuring header to wrap time, movement, etc. Move Alignment, Languages to higher heading. Closes #7
This commit is contained in:
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15 changed files with 268 additions and 266 deletions
31
5esrd.json
31
5esrd.json
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@ -1660,6 +1660,14 @@
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"You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots."
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]
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},
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"Spellcasting Ability": {
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"content": [
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"Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",
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"**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier",
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"**Spell attack modifier** = your proficiency bonus + your Wisdom modifier"
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]
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},
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"Ritual Casting": "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.",
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"Spellcasting Focus": "You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells."
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},
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"Wild Shape": {
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@ -1670,19 +1678,7 @@
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"Beast Shapes": {
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"content": [
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"For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.",
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"You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list."
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]
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},
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"Spellcasting Ability": {
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"content": [
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"Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",
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"**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier",
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"**Spell attack modifier** = your proficiency bonus + your Wisdom modifier"
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]
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},
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"Ritual Casting": {
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"content": [
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"You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.",
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"You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.",
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{
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"table": {
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"Max.": [
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@ -4958,6 +4954,7 @@
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]
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}
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}
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}
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},
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"Alignment": {
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"content": [
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@ -5058,7 +5055,6 @@
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]
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}
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}
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}
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},
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"Inspiration": {
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"content": "Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.",
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@ -7016,7 +7012,9 @@
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"The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.",
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"The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."
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]
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}
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},
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"Adventuring": {
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"Time": {
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"content": [
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"In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.",
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@ -20648,10 +20646,7 @@
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"**Actions**",
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"***Multiattack.*** The elemental makes two slam attacks.",
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"***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.",
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"***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8",
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[
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"4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space."
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],
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"***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.",
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"The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding."
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]
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}
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37
5esrd.md
37
5esrd.md
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@ -1000,6 +1000,18 @@ The Druid table shows how many spell slots you have to cast your spells of 1st l
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You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
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#### Spellcasting Ability
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Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
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**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
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**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
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#### Ritual Casting
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You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
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#### Spellcasting Focus
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You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells.
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@ -1016,18 +1028,6 @@ For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-l
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You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
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#### Spellcasting Ability
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Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
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**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
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**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
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#### Ritual Casting
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You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
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| Max. | Level | CR Limitations | Example |
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|------|-------|-----------------------------|-------------|
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| 2nd | 1/4 | No flying or swimming speed | Wolf |
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@ -3124,7 +3124,8 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th
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| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
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| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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### Alignment
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Alignment
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---------
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A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
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@ -3149,7 +3150,8 @@ Alignment is an essential part of the nature of celestials and fiends. A devil d
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Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
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### Languages
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Languages
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---------
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Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
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@ -4462,6 +4464,9 @@ The Difficulty Class for a saving throw is determined by the effect that causes
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The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
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Adventuring
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===========
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Time
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----
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@ -19433,9 +19438,7 @@ If the saving throw is successful, the target takes half the bludgeoning damage
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***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
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***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8
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+ 4) bludgeoning damage. If it is Large or smaller, it is also grappled
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(escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.
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***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.
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The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
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File diff suppressed because one or more lines are too long
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@ -1389,6 +1389,14 @@
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"You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots."
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]
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},
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"Spellcasting Ability": {
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"content": [
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"Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",
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"**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier",
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"**Spell attack modifier** = your proficiency bonus + your Wisdom modifier"
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]
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},
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"Ritual Casting": "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.",
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"Spellcasting Focus": "You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells."
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},
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"Wild Shape": {
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@ -1399,19 +1407,7 @@
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"Beast Shapes": {
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"content": [
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"For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.",
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"You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list."
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]
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},
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"Spellcasting Ability": {
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"content": [
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"Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",
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"**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier",
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"**Spell attack modifier** = your proficiency bonus + your Wisdom modifier"
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]
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},
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"Ritual Casting": {
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"content": [
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"You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.",
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"You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.",
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{
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"table": {
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"Max.": [
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@ -401,6 +401,7 @@
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]
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}
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}
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}
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},
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"Alignment": {
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"content": [
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@ -501,7 +502,6 @@
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]
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}
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}
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}
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},
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"Inspiration": {
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"content": "Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.",
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@ -355,7 +355,9 @@
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"The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.",
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"The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."
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]
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}
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},
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"Adventuring": {
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"Time": {
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"content": [
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"In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.",
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@ -4405,10 +4405,7 @@
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"**Actions**",
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"***Multiattack.*** The elemental makes two slam attacks.",
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"***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.",
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"***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8",
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[
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"4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space."
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],
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"***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.",
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"The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding."
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]
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}
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@ -615,6 +615,18 @@ The Druid table shows how many spell slots you have to cast your spells of 1st l
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You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
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#### Spellcasting Ability
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Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
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**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
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**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
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#### Ritual Casting
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You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
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#### Spellcasting Focus
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You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells.
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@ -631,18 +643,6 @@ For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-l
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You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
|
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#### Spellcasting Ability
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Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
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**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
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**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
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#### Ritual Casting
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You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
|
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| Max. | Level | CR Limitations | Example |
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|------|-------|-----------------------------|-------------|
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| 2nd | 1/4 | No flying or swimming speed | Wolf |
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@ -158,7 +158,8 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th
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| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
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| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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### Alignment
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Alignment
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---------
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A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
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@ -183,7 +184,8 @@ Alignment is an essential part of the nature of celestials and fiends. A devil d
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Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
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### Languages
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Languages
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---------
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Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
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@ -393,6 +393,9 @@ The Difficulty Class for a saving throw is determined by the effect that causes
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The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
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Adventuring
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===========
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Time
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----
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@ -4275,9 +4275,7 @@ If the saving throw is successful, the target takes half the bludgeoning damage
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***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
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***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8
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+ 4) bludgeoning damage. If it is Large or smaller, it is also grappled
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(escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.
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***Whelm (Recharge 4–6).*** Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.
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The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
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Reference in a new issue