More Ch3 fixes
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VISIT TO ONE OF THE GREAT CITIES IN THE worlds of DUNGEONS & DRAGONS Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors overwhelming the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants.
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A VISIT TO ONE OF THE GREAT CITIES IN THE worlds of DUNGEONS & DRAGONS Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors overwhelming the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants.
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And the people themselves-people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues-represent many different races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities.
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@ -401,7 +401,7 @@ Starting at 15th level, the authority with which you speak your Vow of Enmity gi
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At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
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- · Wings sprout from your back and grant you a flying speed of 60 feet.
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- · You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
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- Wings sprout from your back and grant you a flying speed of 60 feet.
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- You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
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Once you use this feature, you can't use it again until you finish a long rest.
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@ -14,7 +14,7 @@ Wild and enigmatic, varied in form and function, the power of magic draws studen
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Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
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## THE LURE OF KNOWLEDGE
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@ -6,7 +6,7 @@
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NCE UPON A TIME, LONG, LONG AGO, IN A realm called the Midwestern United States-specifically the states of Minne- sota and Wisconsin-a group of friends gathered together to forever alter the history of gaming.
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ONCE UPON A TIME, LONG, LONG AGO, IN A realm called the Midwestern United States-specifically the states of Minne- sota and Wisconsin-a group of friends gathered together to forever alter the history of gaming.
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It wasn't their intent to do so. They were tired of merely reading tales about worlds of magic, monsters, and adventure. They wanted to play in those worlds, rather than observe them. That they went on to invent DUNGEONS & DRAGONS, and thereby ignite a revolution in gaming that continues to this day, speaks to two things.
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