diff --git a/downloads/db/D&D 5E SRD Full Compile-v0.4.1.docbook b/downloads/db/D&D 5E SRD Full Compile-v0.4.1.docbook index 30536b1..6a16f70 100644 --- a/downloads/db/D&D 5E SRD Full Compile-v0.4.1.docbook +++ b/downloads/db/D&D 5E SRD Full Compile-v0.4.1.docbook @@ -2787,8 +2787,7 @@
Spellcasting Focus - You can use a musical instrument (see chapter ##, - Equipment) as a spellcasting focus for your + You can use a musical instrument as a spellcasting focus for your bard spells.
@@ -4073,8 +4072,7 @@
Spellcasting Focus - You can use a holy symbol (see chapter ##, - Equipment) as a spellcasting focus for your + You can use a holy symbol as a spellcasting focus for your cleric spells.
@@ -5484,8 +5482,7 @@
Spellcasting Focus - You can use a druidic focus (see chapter ##, - Equipment) as a spellcasting focus for your + You can use a druidic focus as a spellcasting focus for your druid spells.
@@ -18094,7 +18091,7 @@ Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks - with it (see chapter ##). + with it. Special. diff --git a/downloads/html/D&D 5E SRD Full Compile-v0.4.1.html b/downloads/html/D&D 5E SRD Full Compile-v0.4.1.html index 8cfe194..b9c6bb4 100644 --- a/downloads/html/D&D 5E SRD Full Compile-v0.4.1.html +++ b/downloads/html/D&D 5E SRD Full Compile-v0.4.1.html @@ -888,7 +888,7 @@

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

-

You can use a musical instrument (see chapter ##, “Equipment”) as a spellcasting focus for your bard spells.

+

You can use a musical instrument as a spellcasting focus for your bard spells.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

@@ -1319,7 +1319,7 @@

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

-

You can use a holy symbol (see chapter ##, “Equipment”) as a spellcasting focus for your cleric spells.

+

You can use a holy symbol as a spellcasting focus for your cleric spells.

Divine Domain

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

@@ -1803,7 +1803,7 @@

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

-

You can use a druidic focus (see chapter ##, “Equipment”) as a spellcasting focus for your druid spells.

+

You can use a druidic focus as a spellcasting focus for your druid spells.

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

@@ -6029,7 +6029,7 @@

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

-

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see chapter ##).

+

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed. This weapon requires two hands when you attack with it.

diff --git a/pages/09.equipment/default.md b/pages/09.equipment/default.md index d161dd4..cdccf0c 100644 --- a/pages/09.equipment/default.md +++ b/pages/09.equipment/default.md @@ -166,7 +166,7 @@ If you use a weapon that has the ammunition property to make a melee attack, you ***Range***. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. -***Reach***. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see chapter ##). +***Reach***. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. ***Special***. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).