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fixed error where hit dice for level hp increase are rounded down
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12 changed files with 24 additions and 24 deletions
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@ -69,7 +69,7 @@ aliases: ["Barbarian"]
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- **Hit Dice**: 1d12 per Barbarian level
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- **Hit Points at First Level:** 12 + CON
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- **Hit Points at Higher Levels:** add 6 OR 1d12 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 7 OR 1d12 + CON (minimum of 1)
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## Starting Barbarian
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@ -328,4 +328,4 @@ If your DM allows the use of feats, you may instead take a feat.
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### Primal Champion (Level 20)
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At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
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At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
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@ -69,7 +69,7 @@ aliases: ["Bard"]
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- **Hit Dice**: 1d8 per Bard level
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- **Hit Points at First Level:** 8 + CON
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- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1)
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## Starting Bard
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@ -396,4 +396,4 @@ If your DM allows the use of feats, you may instead take a feat.
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### Superior Inspiration (Level 20)
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At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
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At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
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@ -69,7 +69,7 @@ aliases: ["Cleric"]
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- **Hit Dice**: 1d8 per Cleric level
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- **Hit Points at First Level:** 8 + CON
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- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1)
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## Starting Cleric
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@ -361,4 +361,4 @@ If your DM allows the use of feats, you may instead take a feat.
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### Divine Intervention Improvement (Level 20)
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At 20th level, your call for intervention succeeds automatically, no roll required.
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At 20th level, your call for intervention succeeds automatically, no roll required.
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@ -69,7 +69,7 @@ aliases: ["Druid"]
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- **Hit Dice**: 1d8 per Druid level
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- **Hit Points at First Level:** 8 + CON
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- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1)
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## Starting Druid
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@ -602,4 +602,4 @@ If your DM allows the use of feats, you may instead take a feat.
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At 20th level, you can use your Wild Shape an unlimited number of times.
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Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
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Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
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@ -42,7 +42,7 @@ aliases: ["Fighter"]
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- **Hit Dice**: 1d10 per Fighter level
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- **Hit Points at First Level:** 10 + CON
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- **Hit Points at Higher Levels:** add 5 OR 1d10 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 6 OR 1d10 + CON (minimum of 1)
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## Starting Fighter
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@ -297,4 +297,4 @@ At 20th level, you can attack four times whenever you take the [Attack](rules/ac
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> [!example]- Fighting Style, Fighter
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> 
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^list-fighting-style-fighter
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^list-fighting-style-fighter
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@ -69,7 +69,7 @@ aliases: ["Monk"]
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- **Hit Dice**: 1d8 per Monk level
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- **Hit Points at First Level:** 8 + CON
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- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1)
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## Starting Monk
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@ -357,4 +357,4 @@ If your DM allows the use of feats, you may instead take a feat.
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### Perfect Self (Level 20)
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At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
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At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
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@ -69,7 +69,7 @@ aliases: ["Paladin"]
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- **Hit Dice**: 1d10 per Paladin level
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- **Hit Points at First Level:** 10 + CON
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- **Hit Points at Higher Levels:** add 5 OR 1d10 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 6 OR 1d10 + CON (minimum of 1)
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## Starting Paladin
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@ -389,4 +389,4 @@ At 20th level, you gain a feature granted to you by your Sacred Oath.
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> [!example]- Fighting Style, Paladin
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> 
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^list-fighting-style-paladin
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^list-fighting-style-paladin
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@ -69,7 +69,7 @@ aliases: ["Ranger"]
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- **Hit Dice**: 1d10 per Ranger level
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- **Hit Points at First Level:** 10 + CON
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- **Hit Points at Higher Levels:** add 5 OR 1d10 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 6 OR 1d10 + CON (minimum of 1)
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## Starting Ranger
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@ -363,4 +363,4 @@ At 20th level, you become an unparalleled hunter of your enemies. Once on each o
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> [!example]- Fighting Style, Ranger
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> 
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^list-fighting-style-ranger
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^list-fighting-style-ranger
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@ -69,7 +69,7 @@ aliases: ["Rogue"]
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- **Hit Dice**: 1d8 per Rogue level
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- **Hit Points at First Level:** 8 + CON
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- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1)
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## Starting Rogue
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@ -318,4 +318,4 @@ If your DM allows the use of feats, you may instead take a feat.
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At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the `d20` roll as a 20.
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Once you use this feature, you can't use it again until you finish a short or long rest.
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Once you use this feature, you can't use it again until you finish a short or long rest.
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@ -69,7 +69,7 @@ aliases: ["Sorcerer"]
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- **Hit Dice**: 1d6 per Sorcerer level
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- **Hit Points at First Level:** 6 + CON
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- **Hit Points at Higher Levels:** add 3 OR 1d6 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 4 OR 1d6 + CON (minimum of 1)
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## Starting Sorcerer
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@ -364,4 +364,4 @@ At 20th level, you regain 4 expended sorcery points whenever you finish a short
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> [!example]- Metamagic
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> 
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^list-metamagic
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^list-metamagic
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@ -69,7 +69,7 @@ aliases: ["Warlock"]
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- **Hit Dice**: 1d8 per Warlock level
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- **Hit Points at First Level:** 8 + CON
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- **Hit Points at Higher Levels:** add 4 OR 1d8 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1)
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## Starting Warlock
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@ -345,4 +345,4 @@ At 20th level, you can draw on your inner reserve of mystical power while entrea
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> [!example]- Pact Boon
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> 
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^list-pact-boon
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^list-pact-boon
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@ -69,7 +69,7 @@ aliases: ["Wizard"]
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- **Hit Dice**: 1d6 per Wizard level
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- **Hit Points at First Level:** 6 + CON
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- **Hit Points at Higher Levels:** add 3 OR 1d6 + CON (minimum of 1)
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- **Hit Points at Higher Levels:** add 4 OR 1d6 + CON (minimum of 1)
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## Starting Wizard
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@ -322,4 +322,4 @@ If your DM allows the use of feats, you may instead take a feat.
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When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
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If you want to cast either spell at a higher level, you must expend a spell slot as normal.
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If you want to cast either spell at a higher level, you must expend a spell slot as normal.
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