diff --git a/supplements/xanathars-guide-to-everything/archetypes/fighter-arcanearcher.xml b/supplements/xanathars-guide-to-everything/archetypes/fighter-arcanearcher.xml index 70fce4607..add4121a3 100644 --- a/supplements/xanathars-guide-to-everything/archetypes/fighter-arcanearcher.xml +++ b/supplements/xanathars-guide-to-everything/archetypes/fighter-arcanearcher.xml @@ -2,7 +2,7 @@ Arcane Archer - + @@ -138,8 +138,8 @@

The necrotic damage increases to 4d6 when you reach 18th level in this class.

- A creature hit by this arrow takes an extra 2d6 necrotic damage, and must make a DC{{arcane shot:dc}} Constitution saving throw, or its weapon damage is halved until the start of its next turn. - A creature hit by this arrow takes an extra 4d6 necrotic damage, and must make a DC{{arcane shot:dc}} Constitution saving throw, or its weapon damage is halved until the start of its next turn. + A creature hit by this arrow takes an extra 2d6 necrotic damage, and must make a DC{{arcane shot:dc}} Constitution saving throw, or its weapon damage is halved until the start of your next turn. + A creature hit by this arrow takes an extra 4d6 necrotic damage, and must make a DC{{arcane shot:dc}} Constitution saving throw, or its weapon damage is halved until the start of your next turn. diff --git a/supplements/xanathars-guide-to-everything/archetypes/monk-kensei.xml b/supplements/xanathars-guide-to-everything/archetypes/monk-kensei.xml index f088e56f1..a6e115275 100644 --- a/supplements/xanathars-guide-to-everything/archetypes/monk-kensei.xml +++ b/supplements/xanathars-guide-to-everything/archetypes/monk-kensei.xml @@ -4,7 +4,7 @@ Kensei The Kensei archetype from Xanathar’s Guide to Everything Xanathar’s Guide to Everything - + @@ -56,7 +56,7 @@

If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

- When you make an unarmed strike on your turn, you can use a melee kensei weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. + When you make an unarmed strike on your turn while wielding a melee kensei weapon and you aren't incapacitated, you gain a +2 bonus to AC until the start of your next turn. @@ -65,7 +65,7 @@

You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapons type. You retain this benefit until the end of the current turn.

- Until the end of the current turn, you deal extra 1d4 damage when you hit with a ranged attack using a kensei weapon. + Until the end of the current turn, you deal an extra 1d4 damage when you hit with a ranged attack using a kensei weapon.
@@ -88,8 +88,8 @@

When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

- - When you hit a target with a kensei weapon, spend 1 ki point to cause an extra {{martial arts:dice}} damage. + + When you hit a target with a kensei weapon on your turn, spend 1 ki point to deal extra damage equal to your Martial Arts die. @@ -98,7 +98,7 @@

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

- Expend up to 3 ki point to grant one kensei weapon you touch a bonus to attack and damage, equal to the ki points spent, for 1 minute. This has no effect on a magic weapon that already has a bonus to attack and damage. + Expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage, equal to the ki points spent, for 1 minute. This has no effect on a magic weapon that already has a bonus to attack and damage. @@ -106,8 +106,8 @@

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

- - One your turn, reroll if you miss with a monk weapon. + + On your turn, reroll if you miss with a monk weapon. diff --git a/supplements/xanathars-guide-to-everything/archetypes/wizard-warmagic.xml b/supplements/xanathars-guide-to-everything/archetypes/wizard-warmagic.xml index 8b28680f0..8272db71d 100644 --- a/supplements/xanathars-guide-to-everything/archetypes/wizard-warmagic.xml +++ b/supplements/xanathars-guide-to-everything/archetypes/wizard-warmagic.xml @@ -4,7 +4,7 @@ War Magic The War Magic archetype from Xanathar’s Guide to Everything Xanathar’s Guide to Everything - + @@ -57,7 +57,7 @@

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

- When you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra {{level:wizard:half}} force damage to that target. You can store a maximum number of power surges equal to {{power surge:max}}. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge. Whenever you finish a long rest, your number of power surges resets to one, and if you end a short rest with no power surges, you gain one power surge. + You can have up to {{power surge:max}} power surges and you gain one whenever you successfully end a spell with dispel magic or counterspell. Whenever you finish a long rest, your number of power surges resets to one, and when you end a short rest you gain one if you have none left. When you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal an extra {{level:wizard:half}} force damage to that target. diff --git a/supplements/xanathars-guide-to-everything/spells.xml b/supplements/xanathars-guide-to-everything/spells.xml index 4faa42c37..53d817cbf 100644 --- a/supplements/xanathars-guide-to-everything/spells.xml +++ b/supplements/xanathars-guide-to-everything/spells.xml @@ -2,7 +2,7 @@ Spells - + @@ -1153,8 +1153,8 @@ Sorcerer, Wizard, Spell Saving Throw

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

-

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

-

To break out, the restrained target can us its action make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

+

As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

+

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

@@ -2027,7 +2027,7 @@ - Bard, Druid, Sorcerer + Bard, Druid, Sorcerer, Wizard

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects.