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chore: clean
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TheGiddyLimit committed Nov 10, 2023
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16 changes: 7 additions & 9 deletions class/LaserLlama; Alternate Barbarian.json
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"header": 2,
"entries": [
"You issue a divine battle cry to inspire your allies. As a bonus action, you can issue this battle cry and choose a number of creatures within 60 feet that can hear you. Creatures who hear your cry have advantage on all attack rolls and saving throws until the beginning of your next turn.",
"Once you use this feature, you cant use it again until you finish a long rest."
"Once you use this feature, you can't use it again until you finish a long rest."
]
},
{
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"level": 14,
"header": 2,
"entries": [
"The gods will not allow you to die while you still serve them. Being reduced to 0 hit points while Raging doesnt knock you unconscious. While in this state, you still make death saving throws as normal, and you suffer the normal effects of taking damage while at 0 hit points. If you start your turn with three failed death saving throws you must succeed on a DC 10 Constitution saving throw to maintain your Rage.",
"The gods will not allow you to die while you still serve them. Being reduced to 0 hit points while Raging doesn't knock you unconscious. While in this state, you still make death saving throws as normal, and you suffer the normal effects of taking damage while at 0 hit points. If you start your turn with three failed death saving throws you must succeed on a DC 10 Constitution saving throw to maintain your Rage.",
"If your Rage ends, and you still have 0 hit points, you die."
]
},
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"The strange eldritch power inside you allows your body to mutate further. When you Rage, you manifest two additional appendages which last until the end of your Rage.",
"As a bonus action, you can cause both of your appendages to use Otherworldly Grasp, or grapple a creature you can see within 15 feet. Each of your appendages can target the same, or different, creatures. If they target the same creature, the target has disadvantage on its saving throw (Otherworldly Grasp) or ability check (grapple). Each appendage can use the same, or a different feature as part of the same bonus action.",
"When you reach 14th level in this class, the range of your additional appendage abilities increases to 20 feet."

]
},
{
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"header": 2,
"entries": [
"You and your Companion fight as one in battle. Both you and your Savage Companion have advantage on attack rolls against a creature if the other is within 5 feet of the target creature and they are not incapacitated."

]
},
{
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"5",
"250 x Strength score"
],
[
[
"6",
"300 x Strength score"
]
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"tableInclude": true
}
},
"For each size category you are above Medium, the amount of weight you can move as part of this Exploit is doubled.",
"For example, a Medium-sized Barbarian with 20 Strength could expend 3 Exploit Dice to use this Exploit, multiplying their 20 Strength by 150, to lift up to 3,000 pounds. If they were Large, they would double this weight to 6,000 pounds.",
"When this Exploit ends you must succeed on a DC 17 Constitution saving throw or suffer a number of levels of exhaustion equal to the number of Exploit Dice you spent."
]
"For each size category you are above Medium, the amount of weight you can move as part of this Exploit is doubled.",
"For example, a Medium-sized Barbarian with 20 Strength could expend 3 Exploit Dice to use this Exploit, multiplying their 20 Strength by 150, to lift up to 3,000 pounds. If they were Large, they would double this weight to 6,000 pounds.",
"When this Exploit ends you must succeed on a DC 17 Constitution saving throw or suffer a number of levels of exhaustion equal to the number of Exploit Dice you spent."
]
},
{
"name": "Unbreakable",
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6 changes: 3 additions & 3 deletions class/LaserLlama; Savant.json
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]
}
],
"goldAlternative": "{@dice 5d4*10|5d4 × 10|Starting Gold}"
"goldAlternative": "{@dice 5d4*10|5d4 × 10|Starting Gold}"
},
"optionalfeatureProgression": [
{
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"max": "",
"per": ""
},
"description.value": "<div class=\"rd__b rd__b--1\"><p>You lead others to survive in the wild. Each time you finish a short or long rest, you, plus a number of creatures that can hear you equal to your Intelligence modifier, gain one of the features below until the end of your next short or long rest:</p><p class=\"rd__p-list-item\"><span class=\"bold rd__list-item-name\">Concealment Training.</span> In natural environments, you have advantage on Dexterity (@skill[Stealth]) checks and move stealthily at a normal pace.</p><p class=\"rd__p-list-item\"><span class=\"bold rd__list-item-name\">Diver Training.</span> You gain a swimming speed equal to your walking speed, and you can hold your breath underwater for a total number of minutes equal to your Constitution modifier + the Naturalist's Intelligence modifier.</p><p class=\"rd__p-list-item\"><span class=\"bold rd__list-item-name\">Endurance Training.</span> You ignore the effects of difficult terrain imposed by natural environments, and you have advantage on and saving throws you make to avoid @condition[exhaustion].</p><p class=\"rd__p-list-item\"><span class=\"bold rd__list-item-name\">Mountaineer Training.</span> You gain a climbing speed equal to your walking speed and reduce any falling damage by an amount equal to your level.</p><p class=\"rd__p-list-item\"><span class=\"bold rd__list-item-name\">Resilience Training.</span> You have advantage on saving throws to resist the effects of extreme environments, and you gain resistance to one of the following damage types: cold, fire, poison, or thunder.</p></div>"
"description.value": "You lead others to survive in the wild. Each time you finish a short or long rest, you, plus a number of creatures that can hear you equal to your Intelligence modifier, gain one of the features below until the end of your next short or long rest:Concealment Training. In natural environments, you have advantage on Dexterity (@skill[Stealth]) checks and move stealthily at a normal pace.Diver Training. You gain a swimming speed equal to your walking speed, and you can hold your breath underwater for a total number of minutes equal to your Constitution modifier + the Naturalist's Intelligence modifier.Endurance Training. You ignore the effects of difficult terrain imposed by natural environments, and you have advantage on and saving throws you make to avoid @condition[exhaustion].Mountaineer Training. You gain a climbing speed equal to your walking speed and reduce any falling damage by an amount equal to your level.Resilience Training. You have advantage on saving throws to resist the effects of extreme environments, and you gain resistance to one of the following damage types: cold, fire, poison, or thunder."
},
"foundryImg": "icons/skills/melee/unarmed-punch-fist.webp"
},
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]
}
]
}
}

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