diff --git a/13th_Age-neovatar/13th_Age-neovatar.css b/13th_Age-neovatar/13th_Age-neovatar.css index 01a41a3e44..6d2df407c4 100644 --- a/13th_Age-neovatar/13th_Age-neovatar.css +++ b/13th_Age-neovatar/13th_Age-neovatar.css @@ -1,4 +1,4 @@ -/* version: 1.7.0 */ +/* version: 1.8.0 */ .sheet-13thAge { padding-top: 10px; diff --git a/13th_Age-neovatar/13th_Age-neovatar.html b/13th_Age-neovatar/13th_Age-neovatar.html index 7c2890b588..4086e91a53 100644 --- a/13th_Age-neovatar/13th_Age-neovatar.html +++ b/13th_Age-neovatar/13th_Age-neovatar.html @@ -1,4 +1,4 @@ - +
Attention: @@ -102,7 +102,7 @@
- + @@ -975,7 +975,7 @@
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Sheet Version: 1.7.0
+

Sheet Version: 1.8.0
@@ -1069,4 +1069,16 @@ }); }); }); + on("change:level sheet:opened", function() { + getAttrs(["level"], function(v) { + level = v["level"] && isNaN(v["level"]) === false ? parseInt(v["level"], 10) : 1; + tier_dmg_mult = 1; + if (level > 4) {tier_dmg_mult = 2;} + else if (level > 7) {tier_dmg_mult = 3;}; + console.log("tier_dmg_mult: " + tier_dmg_mult); + setAttrs({ + "tier_dmg_mult": tier_dmg_mult + }); + }); + }); \ No newline at end of file diff --git a/13th_Age-neovatar/README.md b/13th_Age-neovatar/README.md index a72d69d174..c4f005de2d 100644 --- a/13th_Age-neovatar/README.md +++ b/13th_Age-neovatar/README.md @@ -49,6 +49,10 @@ This will create `13th_Age-neovatar.[css|html]` that you can copy and paste into ### Changelog +**1.8.0:** +* Added @tier_dmg_mult attribute, calculated by helper +* Use tier ability damage bonus multiplier in basic attacks + **1.7.0:** * Repeating section items now can be dragged to macro quick bar diff --git a/13th_Age-neovatar/package.json b/13th_Age-neovatar/package.json index e43aeb699e..f29e84ea97 100644 --- a/13th_Age-neovatar/package.json +++ b/13th_Age-neovatar/package.json @@ -1,6 +1,6 @@ { "title": "13th Age Roll 20 Character Sheet - neovatar edition", - "version": "1.7.0", + "version": "1.8.0", "name": "roll20-13th_Age-neovatar", "author": { "name": "Thomas Seliger" diff --git a/13th_Age-neovatar/sheet.json b/13th_Age-neovatar/sheet.json index 79ef4ce5c7..e01aceb919 100644 --- a/13th_Age-neovatar/sheet.json +++ b/13th_Age-neovatar/sheet.json @@ -4,5 +4,5 @@ "authors": "Thomas Seliger (neovatar)", "roll20userid": "388327", "preview": "13th_Age-neovatar.jpg", - "instructions": "New edition of a 13th Age character sheet with some automation.\n\nVersion: 1.7.0\n\nIf you find bugs or have suggestions, please use the [Github issue tracker](https://github.com/neovatar/roll20-character-sheets/issues) for this sheet.\n\nFor changes in this version, please check the [CHANGELOG](https://github.com/Roll20/roll20-character-sheets/blob/master/13th_Age-neovatar/README.md#changelog) on Roll20.net Github repository." + "instructions": "New edition of a 13th Age character sheet with some automation.\n\nVersion: 1.8.0\n\nIf you find bugs or have suggestions, please use the [Github issue tracker](https://github.com/neovatar/roll20-character-sheets/issues) for this sheet.\n\nFor changes in this version, please check the [CHANGELOG](https://github.com/Roll20/roll20-character-sheets/blob/master/13th_Age-neovatar/README.md#changelog) on Roll20.net Github repository." } \ No newline at end of file diff --git a/13th_Age-neovatar/src/13th_Age-neovatar.html b/13th_Age-neovatar/src/13th_Age-neovatar.html index eda82980f6..2cef8aaf56 100644 --- a/13th_Age-neovatar/src/13th_Age-neovatar.html +++ b/13th_Age-neovatar/src/13th_Age-neovatar.html @@ -102,7 +102,7 @@
- + @@ -1069,4 +1069,16 @@ }); }); }); + on("change:level sheet:opened", function() { + getAttrs(["level"], function(v) { + level = v["level"] && isNaN(v["level"]) === false ? parseInt(v["level"], 10) : 1; + tier_dmg_mult = 1; + if (level > 4) {tier_dmg_mult = 2;} + else if (level > 7) {tier_dmg_mult = 3;}; + console.log("tier_dmg_mult: " + tier_dmg_mult); + setAttrs({ + "tier_dmg_mult": tier_dmg_mult + }); + }); + }); \ No newline at end of file diff --git a/3D&T_ALPHA/3D&T_ALPHA.css b/3D&T_ALPHA/3D&T_ALPHA.css new file mode 100644 index 0000000000..f46357506d --- /dev/null +++ b/3D&T_ALPHA/3D&T_ALPHA.css @@ -0,0 +1,30 @@ +.charsheet label { + display: inline-block; + width: 75px; + text-align: right; +} + +.charsheet input { + display: inline-block; + width: 165px; +} + +.charsheet input.sheet-short { + width: 3.5em; +} + +.charsheet table td, .charsheet table th { + font-size: 1.2em; + font-weight: bold; + text-align: center; +} + +select.sheet-dtype { + width: 60px; + vertical-align: top; +} + +textarea { + resize: vertical; + overflow: auto; +} diff --git a/3D&T_ALPHA/3D&T_ALPHA.html b/3D&T_ALPHA/3D&T_ALPHA.html new file mode 100644 index 0000000000..e5caf7737f --- /dev/null +++ b/3D&T_ALPHA/3D&T_ALPHA.html @@ -0,0 +1,80 @@ +
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diff --git a/3D&T_ALPHA/3D&T_ALPHA.png b/3D&T_ALPHA/3D&T_ALPHA.png new file mode 100644 index 0000000000..64f1a34b2e Binary files /dev/null and b/3D&T_ALPHA/3D&T_ALPHA.png differ diff --git a/3D&T_ALPHA/sheet.json b/3D&T_ALPHA/sheet.json new file mode 100644 index 0000000000..479cb88b3c --- /dev/null +++ b/3D&T_ALPHA/sheet.json @@ -0,0 +1,8 @@ +{ + "html": "3D&T_ALPHA.html", + "css": "3D&T_ALPHA.css", + "author": "Julio Melanda", + "roll20userid": 1413302, + "preview": "3D&T_ALPHA.png", + "instructions": "This is a character sheet for 3D&T Defensores de Tóquio 3ª Edição Alpha" +} diff --git a/3DeT_ALPHA/3DeT_Alpha.png b/3DeT_ALPHA/3DeT_ALPHA.png similarity index 100% rename from 3DeT_ALPHA/3DeT_Alpha.png rename to 3DeT_ALPHA/3DeT_ALPHA.png diff --git a/5eShaped/5eShaped.css b/5eShaped/5eShaped.css index c0b0a21e6c..9d1656549c 100644 --- a/5eShaped/5eShaped.css +++ b/5eShaped/5eShaped.css @@ -1 +1 @@ -.sheet-capitalize,.sheet-heading,.sheet-rolltemplate-5e-shaped 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.sheet-ammo-wrapper .inlinerollresult{font-size:inherit;font-weight:400} \ No newline at end of file diff --git a/5eShaped/5eShaped.html b/5eShaped/5eShaped.html index 2f8226e05a..f777c1e89d 100644 --- a/5eShaped/5eShaped.html +++ b/5eShaped/5eShaped.html @@ -1,405 +1,115 @@ -
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: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
/
10
y
+
10
10+++0+=10
0+=0

/
×
y


×
×
×
×
×
?
1
2
3
4
5
6
 (
 (/, , ).
y
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++

. 
. 
. 
. 
. 
. 
. 
. 
. 
. 
. 
. 
. 
. 
 (
 (/, , ).
y
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++

 (
 (/, , ).
y
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++

 (
 (/, , ).
y
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++
  
 , 
Shaped v
   ()
 
+
=
+0
 
 
/
/
/
/
/
/
/
 ,  ,  ,  ,  
+(+0)
+=0
+(+0)
+=0
+(+0)
+=0
+(+0)
+=0
+(+0)
+=0
+(+0)
+=0
+(+0)
+=0
+(+0)
+=0
,
,
,
,
,
,
,
,
,
,
,
 ()
,
   ,  ,  ,  
 
 
 (
 (/, , ).
y
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++
    (, ).    :
        (, ).     :
      123456789
(/+=):
(/0);
 ():
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (/+=;2 ):
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (/+=;3 ):
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (/+=;5 ):
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (/+=;6 ):
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (/+=;7 ):
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (/+=;9 ):
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (/+=;10 ):
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (/+=;11 ):
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (/+=;13 ):
, 
y
CANTRIPABJURATION
:1_ACTION
:
:COMPONENTS_V_S_M()
:INSTANTANEOUS
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
.
  (+= ). 
: 0 (1d0++)  ,    0 (1d0++)  ,  .
.0 (1d0++,  )  ,    0 (1d0++,  )  ,  .
. 1d0+++, + 
. ,  ,  
A
.
 (
 (/, , ).
y
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )    0 (1d0++,  )  .
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++
 (
 (/, , ).
y
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )    0 (1d0++,  )  .
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++
  /  
 (
 ()
y
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )    0 (1d0++,  )  .
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++
y
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )    0 (1d0++,  )  .
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++
y
.
: ++= +0 ,  ,  , ,  .
: 0 (1d0++,  )    0 (1d0++,  )  .
.
  (+= ). 
: 0 (1d0++)    0 (1d0++)  .
.0 (1d0++,  )    0 (1d0++,  )  .
. 1d0+++
A




A
?





A


Fortitude
Str
Dex
Con
Int
Wis
Cha

Reflex
Str
Dex
Con
Int
Wis
Cha

Will
Str
Dex
Con
Int
Wis
Cha


?
y
0
1
2
3
4
5
6
7
8
9
?

 
- -
-
- {{#advantage}} -
-
-
- Advantage -
-
- {{/advantage}} - {{#disadvantage}} -
-
-
- Disadvantage -
-
- {{/disadvantage}} -
-
- - {{title}} - -
-
- {{#spell}} -
- {{spell_level}}{{#cast_as_level}} (as {{cast_as_level}}){{/cast_as_level}}{{#school}} {{school}}{{/school}}{{#ritual}} - (ritual){{/ritual}} -
- {{/spell}} - {{#show_character_name}} -
{{character_name}}
- {{/show_character_name}} - {{#subheader}} -
{{subheader}}
- {{/subheader}} -
- - {{#emote}} -

{{character_name}} {{emote}}

- {{/emote}} -
- {{#uses}} -
-
Uses: {{uses}} / {{uses_max}}
-
- {{/uses}} - {{#casting_time}} -
- Casting Time: {{casting_time}} -
- {{/casting_time}} - {{#range}} -
- Range: {{range}} {{#ammo}}{{ammo}}{{#ammo_name}}{{ammo_name}}{{/ammo_name}}{{^ammo_name}}ammo{{/ammo_name}}{{/ammo}} -
- {{/range}} - {{#reach}} -
- Reach: {{reach}} -
- {{/reach}} - {{#components}} -
- Components: - {{components}} - {{#materials}}({{materials}}){{/materials}} -
- {{/components}} - {{#duration}} -
- Duration: - {{duration}} -
- {{/duration}} - {{#target}} -
- Target: {{target}} -
- {{/target}} - {{#content}} -
{{content}}
- {{/content}} - {{#text_top}} -
{{text_top}}
- {{/text_top}} - {{#roll1}} -
-
-
{{roll1}}
- {{#roll2}} -
{{roll2}}
- {{/roll2}} -
- {{#vs_ac}} -
- vs - {{#targetName}} - {{targetName}} - {{/targetName}} - AC - {{#targetAC}} - {{targetAC}} - {{/targetAC}} -
- {{/vs_ac}} -
- {{/roll1}} - {{#saving_throw_dc}} -
- {{#saving_throw_condition}} -
{{saving_throw_condition}}
- {{/saving_throw_condition}} - {{#saving_throw_dc}} - {{#targetName}} -
- vs - {{targetName}} -
- {{/targetName}} -
- - DC {{saving_throw_dc}} - [{{saving_throw_vs_ability}}](~target|shaped_{{saving_throw_vs_ability}}_saving_throw) - Saving throw - -
- {{/saving_throw_dc}} - {{#saving_throw_failure}} -
- Save Failure. - {{saving_throw_failure}} -
- {{/saving_throw_failure}} - {{#saving_throw_success}} -
- Save Success. - {{saving_throw_success}} -
- {{/saving_throw_success}} -
- {{/saving_throw_dc}} - {{#damage}} -
-
-
-
- {{damage}} - {{#rollWasCrit() roll1}} - + {{crit_damage}} - {{/rollWasCrit() roll1}} - {{#^rollWasCrit() roll1}} - {{#rollWasCrit() roll2}} - + {{crit_damage}} - {{/rollWasCrit() roll2}} - {{/^rollWasCrit() roll1}} -
-
- {{damage_type}} - {{^damage_type}} - damage - {{/damage_type}} -
-
-
- {{/damage}} - {{#second_damage}} - {{#damage}} -
-
+
-
-
- {{/damage}} - {{^damage}} -
- {{/damage}} -
-
-
- {{second_damage}} - {{#rollWasCrit() roll1}} - + {{second_crit_damage}} - {{/rollWasCrit() roll1}} - {{#^rollWasCrit() roll1}} - {{#rollWasCrit() roll2}} - + {{second_crit_damage}} - {{/rollWasCrit() roll2}} - {{/^rollWasCrit() roll1}} -
-
- {{second_damage_type}} - {{^second_damage_type}} - damage - {{/second_damage_type}} -
-
-
- {{^damage}} -
- {{/damage}} - {{/second_damage}} - {{#damage}} -
- {{/damage}} - {{#heal}} -
Heal for {{heal}} hit points
- {{/heal}} - {{#death_saving_throw_successes}} -
-
- Successes {{death_saving_throw_successes}} / 3 -
- {{#death_saving_throw_failures}} -
- Failures {{death_saving_throw_failures}} / 3 -
- {{/death_saving_throw_failures}} -
- {{/death_saving_throw_successes}} - {{#spell_list}} -
- {{#cantrips}} -
- Cantrips. - {{cantrips}} -
- {{/cantrips}} - {{#spells_level_1_show}} -
- 1st-level {{#spells_level_1_uses}}({{spells_level_1_uses}}){{/spells_level_1_uses}}. - {{spells_level_1}} -
- {{/spells_level_1_show}} - {{#spells_level_2_show}} -
- 2nd-level {{#spells_level_2_uses}}({{spells_level_2_uses}}){{/spells_level_2_uses}}. - {{spells_level_2}} -
- {{/spells_level_2_show}} - {{#spells_level_3_show}} -
- 3rd-level {{#spells_level_3_uses}}({{spells_level_3_uses}}){{/spells_level_3_uses}}. - {{spells_level_3}} -
- {{/spells_level_3_show}} - {{#spells_level_4_show}} -
- 4th-level {{#spells_level_4_uses}}({{spells_level_4_uses}}){{/spells_level_4_uses}}. - {{spells_level_4}} -
- {{/spells_level_4_show}} - {{#spells_level_5_show}} -
- 5th-level {{#spells_level_5_uses}}({{spells_level_5_uses}}){{/spells_level_5_uses}}. - {{spells_level_5}} -
- {{/spells_level_5_show}} - {{#spells_level_6_show}} -
- 6th-level {{#spells_level_6_uses}}({{spells_level_6_uses}}){{/spells_level_6_uses}}. - {{spells_level_6}} -
- {{/spells_level_6_show}} - {{#spells_level_7_show}} -
- 7th-level {{#spells_level_7_uses}}({{spells_level_7_uses}}){{/spells_level_7_uses}}. - {{spells_level_7}} -
- {{/spells_level_7_show}} - {{#spells_level_8_show}} -
- 8th-level {{#spells_level_8_uses}}({{spells_level_8_uses}}){{/spells_level_8_uses}}. - {{spells_level_8}} -
- {{/spells_level_8_show}} - {{#spells_level_9_show}} -
- 9th-level {{#spells_level_9_uses}}({{spells_level_9_uses}}){{/spells_level_9_uses}}. - {{spells_level_9}} -
- {{/spells_level_9_show}} -
- {{/spell_list}} - - {{#text_center}} -
{{text_center}}
- {{/text_center}} - {{#text}} -
{{text}}
- {{/text}} - {{#text_big}} -
{{text_big}}
- {{/text_big}} - {{#allprops() freetext text text_center text_big text_top character_name saving_throw title ignore show_character_name subheader uses uses_max roll1 roll2 advantage disadvantage vs_ac ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName action type crit_name crit_text damage damage_type crit_damage second_damage second_damage_type second_crit_damage ranged damage target reach range ammo ammo_name spell spell_list saving_throw_condition saving_throw_dc saving_throw_vs_ability saving_throw_success saving_throw_failure spell_level school ritual content cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_saving_throw_dc hide_spell_content hide_freetext hide_attack hide_damage hide_saving_throw_failure hide_saving_throw_success recharge hide_recharge fx trait armor equipment cantrips spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show spells_text_size}} -
- {{key}}. - {{value}} -
- {{/allprops() freetext text text_center text_big text_top character_name saving_throw title ignore show_character_name subheader uses uses_max roll1 roll2 advantage disadvantage vs_ac ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName action type crit_name crit_text damage damage_type crit_damage second_damage second_damage_type second_crit_damage ranged damage target reach range ammo ammo_name spell spell_list saving_throw_condition saving_throw_dc saving_throw_vs_ability saving_throw_success saving_throw_failure spell_level school ritual content cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_saving_throw_dc hide_spell_content hide_freetext hide_attack hide_damage hide_saving_throw_failure hide_saving_throw_success recharge hide_recharge fx trait armor equipment cantrips spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show spells_text_size}} - - {{#freetext}} -
{{freetext}}
- {{/freetext}} - {{#crit_name}} - {{#rollWasCrit() roll1}} -
- {{crit_name}}. - {{crit_text}} -
- {{/rollWasCrit() roll1}} - {{#^rollWasCrit() roll1}} - {{#rollWasCrit() roll2}} -
- {{crit_name}}. - {{crit_text}} -
- {{/rollWasCrit() roll2}} - {{/^rollWasCrit() roll1}} - {{/crit_name}} - {{#recharge}} -
- Recharge. - {{recharge}} -
- {{/recharge}} -
-
-
\ No newline at end of file +
{{#2d20kh1}}
Advantage
{{/2d20kh1}} {{#2d20kl1}}
Disadvantage
{{/2d20kl1}}
{{title}} {{#uses_max}} ( {{/uses_max}} {{#recharge}} {{^uses_max}} ( {{/uses_max}} {{/recharge}} {{#cost}} {{^uses_max}} {{^recharge}} ( {{/recharge}} {{/uses_max}} {{/cost}} {{#uses_max}} {{uses}}/{{uses_max}} {{/uses_max}} {{#recharge}} {{#uses_max}}, {{/uses_max}} {{/recharge}} {{#cost}} {{#uses_max}}, {{/uses_max}} {{#recharge}}{{^uses_max}}, {{/uses_max}}{{/recharge}} {{/cost}} {{#uses_max}} ) {{/uses_max}} {{#recharge}} {{^uses_max}} ) {{/uses_max}} {{/recharge}} {{#cost}} {{^uses_max}} {{^recharge}} ) {{/recharge}} {{/uses_max}} {{/cost}}
{{#spell}}
{{spell_level}}{{#cast_as_level}} (as {{cast_as_level}}){{/cast_as_level}}{{#school}} {{school}}{{/school}}{{#ritual}} (ritual){{/ritual}}
{{/spell}} {{#show_character_name}}
{{character_name}}
{{/show_character_name}} {{#subheader}}
{{subheader}}
{{/subheader}}
{{#emote}}

{{character_name}} {{emote}}

{{/emote}}
{{#spell}} {{#casting_time}}
Casting Time: {{casting_time}}
{{/casting_time}} {{#range}}
Range: {{range}}
{{/range}} {{#reach}}
Reach: {{reach}}
{{/reach}} {{#components}}
Components: {{components}} {{#materials}}({{materials}}){{/materials}}
{{/components}} {{#duration}}
Duration: {{duration}}
{{/duration}} {{#content}}
{{content}}
{{/content}} {{#higher_level}}
{{higher_level}}
{{/higher_level}} {{/spell}} {{#text_top}}
{{text_top}}
{{/text_top}} {{#roll1}}
{{roll1}} {{#roll2}} {{roll2}} {{/roll2}}
{{/roll1}} {{#attack1}}
{{#attack_type}}
:
{{/attack_type}}
{{attack1}} {{#attack2}} {{attack2}} {{/attack2}}   {{#targetName}}   {{targetName}} {{/targetName}} {{#targetAC}}   AC   {{targetAC}} {{/targetAC}} {{#reach}} ,  {{/reach}} {{#range}} {{^reach}} ,  {{/reach}} {{/range}} {{#reach}}   {{reach}} {{/reach}} {{#range}} {{#reach}}     {{/reach}}   {{range}} {{#ammo}} ,  {{ammo}} {{#ammo_name}} {{ammo_name}} {{/ammo_name}} {{^ammo_name}} ammo {{/ammo_name}} {{/ammo}} {{/range}}
{{/attack1}} {{#attack_damage}}
:
{{attack_damage}} {{#rollWasCrit() attack1}} +{{attack_damage_crit}} {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} +{{attack_damage_crit}} {{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}}   {{#attack_damage_type}} {{attack_damage_type}}   {{/attack_damage_type}} damage {{#attack_second_damage}}     {{attack_second_damage}} {{#rollWasCrit() attack1}} +{{attack_second_damage_crit}} {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} +{{attack_second_damage_crit}} {{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}}   {{#attack_second_damage_type}} {{attack_second_damage_type}}   {{/attack_second_damage_type}} damage {{/attack_second_damage}}
{{/attack_damage}} {{#saving_throw_dc}}
{{#saving_throw_dc}} {{#targetName}}
{{targetName}}
{{/targetName}}
{{saving_throw_dc}} {{#saving_throw_vs_ability}} [{{saving_throw_vs_ability}}](~selected|shaped_{{saving_throw_vs_ability}}_saving_throw) {{/saving_throw_vs_ability}}
{{/saving_throw_dc}} {{#saving_throw_success}}
:
{{saving_throw_success}}
{{/saving_throw_success}}
{{/saving_throw_dc}} {{#saving_throw_damage}}
:
{{saving_throw_damage}} {{#saving_throw_damage_type}}   {{saving_throw_damage_type}}   {{/saving_throw_damage_type}} damage {{#saving_throw_second_damage}}     {{saving_throw_second_damage}}   {{#saving_throw_second_damage_type}} {{saving_throw_second_damage_type}}   {{/saving_throw_second_damage_type}} damage {{/saving_throw_second_damage}}
{{/saving_throw_damage}} {{#other_damage}}
{{other_damage}} {{#rollWasCrit() attack1}} +{{other_damage_crit}} {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} +{{other_damage_crit}} {{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}}   {{#other_damage_type}} {{other_damage_type}}   {{/other_damage_type}} damage {{#other_second_damage}}     {{other_second_damage}} {{#rollWasCrit() attack1}} +{{other_second_damage_crit}} {{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}} +{{other_second_damage_crit}} {{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}}   {{#other_second_damage_type}} {{other_second_damage_type}}   {{/other_second_damage_type}} damage {{/other_second_damage}}
{{/other_damage}} {{#heal}}
{{heal}}
{{/heal}} {{#death_saving_throw_successes}}
Successes {{death_saving_throw_successes}} / 3
{{#death_saving_throw_failures}}
Failures {{death_saving_throw_failures}} / 3
{{/death_saving_throw_failures}}
{{/death_saving_throw_successes}} {{#spell_list}}
{{#has_spell_points}}
{{spell_points}}/{{spell_points_max}} Points{{#spell_points_limit}}, limit {{spell_points_limit}}{{/spell_points_limit}}
{{/has_spell_points}} {{#has_warlock_slots}}
Warlock spell slots ({{warlock_spell_slots}}/{{warlock_spell_slots_max}}): {{warlock_spells_max_level}}
{{/has_warlock_slots}} {{#cantrips}}
Cantrips (at will): {{cantrips}}
{{/cantrips}} {{#spells_level_1_show}}
{{#has_spell_slots}}{{#spells_level_1_uses}} ({{spells_level_1_uses}}){{/spells_level_1_uses}}{{/has_spell_slots}}{{#spell_points_max}} (2 ){{/spell_points_max}}: {{spells_level_1}}
{{/spells_level_1_show}} {{#spells_level_2_show}}
{{#has_spell_slots}}{{#spells_level_2_uses}} ({{spells_level_2_uses}}){{/spells_level_2_uses}}{{/has_spell_slots}}{{#spell_points_max}} (3 ){{/spell_points_max}}: {{spells_level_2}}
{{/spells_level_2_show}} {{#spells_level_3_show}}
{{#has_spell_slots}}{{#spells_level_3_uses}} ({{spells_level_3_uses}}){{/spells_level_3_uses}}{{/has_spell_slots}}{{#spell_points_max}} (5 ){{/spell_points_max}}: {{spells_level_3}}
{{/spells_level_3_show}} {{#spells_level_4_show}}
{{#has_spell_slots}}{{#spells_level_4_uses}} ({{spells_level_4_uses}}){{/spells_level_4_uses}}{{/has_spell_slots}}{{#spell_points_max}} (6 ){{/spell_points_max}}: {{spells_level_4}}
{{/spells_level_4_show}} {{#spells_level_5_show}}
{{#has_spell_slots}}{{#spells_level_5_uses}} ({{spells_level_5_uses}}){{/spells_level_5_uses}}{{/has_spell_slots}}{{#spell_points_max}} (7 ){{/spell_points_max}}: {{spells_level_5}}
{{/spells_level_5_show}} {{#spells_level_6_show}}
{{#has_spell_slots}}{{#spells_level_6_uses}} ({{spells_level_6_uses}}){{/spells_level_6_uses}}{{/has_spell_slots}}{{#spell_points_max}} (9 ){{/spell_points_max}}: {{spells_level_6}}
{{/spells_level_6_show}} {{#spells_level_7_show}}
{{#has_spell_slots}}{{#spells_level_7_uses}} ({{spells_level_7_uses}}){{/spells_level_7_uses}}{{/has_spell_slots}}{{#spell_points_max}} (10 ){{/spell_points_max}}: {{spells_level_7}}
{{/spells_level_7_show}} {{#spells_level_8_show}}
{{#has_spell_slots}}{{#spells_level_8_uses}} ({{spells_level_8_uses}}){{/spells_level_8_uses}}{{/has_spell_slots}}{{#spell_points_max}} (11 ){{/spell_points_max}}: {{spells_level_8}}
{{/spells_level_8_show}} {{#spells_level_9_show}}
{{#has_spell_slots}}{{#spells_level_9_uses}} ({{spells_level_9_uses}}){{/spells_level_9_uses}}{{/has_spell_slots}}{{#spell_points_max}} (13 ){{/spell_points_max}}: {{spells_level_9}}
{{/spells_level_9_show}}
{{/spell_list}} {{^spell}} {{#content}}
{{content}}
{{/content}} {{/spell}} {{#hp_max}}
{{hp}}{{#^hp}}0{{/^hp}} / {{hp_max}} {{#temp_hp}} ,  {{temp_hp}}   {{/temp_hp}} {{#hp_max_reduced}} ,  {{hp_max_reduced}}   {{/hp_max_reduced}}
{{/hp_max}} {{#text_center}}
{{text_center}}
{{/text_center}} {{#text}}
{{text}}
{{/text}} {{#text_big}}
{{text_big}}
{{/text_big}} {{#macros}}
{{macros}}
{{/macros}} {{#allprops() freetext text text_center text_big macros text_top character_name saving_throw title ignore d20 1d20 show_character_name subheader cost per_use uses uses_max roll1 roll2 2d20kh1 2d20kl1 ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName type crit_name crit_text attack1 attack2 attack_type attack_damage attack_damage_type attack_damage_crit attack_second_damage attack_second_damage_type attack_second_damage_crit saving_throw_damage saving_throw_damage_type saving_throw_damage_crit saving_throw_second_damage saving_throw_second_damage_type other_damage other_damage_type other_damage_crit other_second_damage other_second_damage_type other_second_damage_crit ranged reach range ammo ammo_name spell spell_repeat spell_list prepared_matters saving_throw_dc saving_throw_vs_ability saving_throw_success spell_level school ritual content higher_level cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_saving_throw_dc hide_content hide_freetext hide_attack hide_damage hide_saving_throw_success recharge hide_recharge fx armor equipment cantrips spells_level_0 spells_level_0_uses spells_level_0_show spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show has_spell_slots has_spell_points spell_points spell_points_max spell_points_limit has_warlock_slots warlock_spell_slots warlock_spell_slots_max warlock_spells_max_level spells_text_size hp hp_max temp_hp hp_max_reduced repeating_item attack action reaction legendaryaction lairaction regionaleffect racialtrait classfeature feat trait}}
{{key}}. {{value}}
{{/allprops() freetext text text_center text_big macros text_top character_name saving_throw title ignore d20 1d20 show_character_name subheader cost per_use uses uses_max roll1 roll2 2d20kh1 2d20kl1 ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName type crit_name crit_text attack1 attack2 attack_type attack_damage attack_damage_type attack_damage_crit attack_second_damage attack_second_damage_type attack_second_damage_crit saving_throw_damage saving_throw_damage_type saving_throw_damage_crit saving_throw_second_damage saving_throw_second_damage_type other_damage other_damage_type other_damage_crit other_second_damage other_second_damage_type other_second_damage_crit ranged reach range ammo ammo_name spell spell_repeat spell_list prepared_matters saving_throw_dc saving_throw_vs_ability saving_throw_success spell_level school ritual content higher_level cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_saving_throw_dc hide_content hide_freetext hide_attack hide_damage hide_saving_throw_success recharge hide_recharge fx armor equipment cantrips spells_level_0 spells_level_0_uses spells_level_0_show spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show has_spell_slots has_spell_points spell_points spell_points_max spell_points_limit has_warlock_slots warlock_spell_slots warlock_spell_slots_max warlock_spells_max_level spells_text_size hp hp_max temp_hp hp_max_reduced repeating_item attack action reaction legendaryaction lairaction regionaleffect racialtrait classfeature feat trait}} {{#freetext}}
{{freetext}}
{{/freetext}} {{#crit_name}} {{#rollWasCrit() attack1}}
{{crit_name}}. {{crit_text}}
{{/rollWasCrit() attack1}} {{#^rollWasCrit() attack1}} {{#rollWasCrit() attack2}}
{{crit_name}}. {{crit_text}}
{{/rollWasCrit() attack2}} {{/^rollWasCrit() attack1}} {{/crit_name}}
\ No newline at end of file diff --git a/5eShaped/5eShaped.jpg b/5eShaped/5eShaped.jpg index 7293bc3101..af4534ed84 100644 Binary files a/5eShaped/5eShaped.jpg and b/5eShaped/5eShaped.jpg differ diff --git a/5eShaped/ReadMe.md b/5eShaped/ReadMe.md deleted file mode 100644 index 961d967096..0000000000 --- a/5eShaped/ReadMe.md +++ /dev/null @@ -1,53 +0,0 @@ -# D&D 5e Shaped Character Sheet - -This is the redesigned Shaped character sheet for use on Roll20.net with the 5th edition of Dungeons & Dragons (5e). The sheet is designed to be usable by all Roll20 users regardless of subscription level. - -*If you are updating an existing campaign I highly recommend you duplicate your campaign and use that to copy data over. I also recommend starting each character from a fresh sheet.* - -[Shaped Character Sheet Companion Script](https://github.com/symposion/roll20-api-scripts/tree/master/5eShapedCompanion/latest) - -[Documentation](https://docs.google.com/document/d/1yPcIZ_bIc3JlnWsKZt2tAB0EQSIVEfeMtT0GifbpJIg) - -Please report any bugs in the [issues tab](https://github.com/mlenser/roll20-character-sheets/issues) - -##Features - -* **High performance** sheet without the lag of old versions (100% sheet workers) -* Improved styling to match the [5e paper sheet](http://i.imgur.com/87GaRhL.jpg) with nearly all elements clickable to output to chat -* **Compendium Integration** for NPCs, Armor, Equipment, Spells, Weapons -* **NPC actions and traits** are parsed and clickable. -* **Customizable skills** with the option to change the ability on the fly -* Translations (English and French so far) -* Auto populated Class Features which include things like Lay on Hands or Sneak Attack -* **Spells** with filtering and the option to cast at a higher level -* Customizable Classes - Change Name, HD, or spellcasting level of the classes -* **Armor** - Covers normal armor as well as unarmored ability cases like monk, barbarian, etc. -* **Equipment** with gold and weight automatically calculated. Equipment Items are clickable from the core page for items like Potion of Healing -* Attachers can be used to remind yourself to add to saving throws while within 10 feet of your paladin -* Extra features: Jack of all trades, halfling luck, vision, movement, appearance. -* **Settings** for how to output all rolls, death saves, initiative, etc - * Roll settings to choose to always roll with advantage, disadvantage, or query for both - * Optional bonuses to all skills, abilities, saving throws, etc. - -![NPC sheet](http://i.imgur.com/CTSxo4a.png "NPC sheet") -![PC sheet](http://i.imgur.com/ufXveK2.png "PC sheet") - -## How to Update the sheet yourself (as Pro): - -1. Copy the [html](https://raw.githubusercontent.com/mlenser/roll20-character-sheets/master/5eShaped/5eShaped.html) from github -2. In Roll20 go to campaign settings and choose a custom character sheet. -3. Choose D&D 5e as the SRD -4. In the HTML tab paste the HTML code -5. Copy the [css](https://raw.githubusercontent.com/mlenser/roll20-character-sheets/master/5eShaped/5eShaped.css) from github -6. On Roll20 in the CSS tab paste the CSS code. -7. Copy the [translation](https://github.com/mlenser/roll20-character-sheets/tree/master/5eShaped/translations) from the appropriate file on github (en is English, fr is French, de is German, it is Italian, etc) -8. On Roll20 in the Translation tab paste the JSON from the appropriate file. -9. Hit save. - -## Contribute -Since many have asked for it: If you appreciate what I do and want to compensate me for the countless hours that I have spent building this character sheet feel free to support me on [Patreon](https://www.patreon.com/mlenser) or Paypal (mlenser@gmail.com). -Thanks so much for your support. - ---- - -Mark Lenser ([Kryx](https://app.roll20.net/users/277007/kryx) on roll20) \ No newline at end of file diff --git a/5eShaped/changelog.md b/5eShaped/changelog.md new file mode 100644 index 0000000000..4a10e08e5a --- /dev/null +++ b/5eShaped/changelog.md @@ -0,0 +1,405 @@ +## 10.1.5 + +### Bug Fixes + +* [#372: Skill proficiency doesn't import from SRD properly](https://bitbucket.org/mlenser/5eshaped/issues/372/skill-proficiency-doesnt-import-from-srd) +* [#365: Macro buttons in the settings throw errors if there's "" in the character name](https://bitbucket.org/mlenser/5eshaped/issues/365/macro-buttons-in-the-settings-throw-errors) + +### UI Adjustments + +* Added some left margin to passive skills. [#340: Passive Skill display enhancement](https://bitbucket.org/mlenser/5eshaped/issues/340/passive-skill-display-enhancement) +* Reworded Advantage query to "Query (Advantage default). [#255: Advantage and Disadvantage Roll Query are reversed.](https://bitbucket.org/mlenser/5eshaped/issues/255/advantage-and-disadvantage-roll-query-are) + +## 10.1.4 + +### Bug Fixes + +* Health from OGL conversion now converts properly for the (seemingly) few cases it wasn't working before. Closes [#261: ConvertFromOGL SKT -> 9.1 issues](https://bitbucket.org/mlenser/5eshaped/issues/261/convertfromogl-skt-91-issues) +* [#361: Paladin class data typos/issues](https://bitbucket.org/mlenser/5eshaped/issues/361/paladin-class-data-typos-issues) +* Removed 99% of logging from my sheet. There will be some cases, but they should be rare. Closes [#289: More controllable logging](https://bitbucket.org/mlenser/5eshaped/issues/289/more-controllable-logging) +* Added some callbacks to OGL conversion which was causing it to not update traits, actions, etc when converting. Addresses part of [#362: ConvertFromOGL Lost Halls of Everforge](https://bitbucket.org/mlenser/5eshaped/issues/362/convertfromogl-lost-halls-of-everforge) + +## 10.1.3 + +### Bug Fixes + +* [#345: Default Sheet Settings sets wrong values for integer fields](https://bitbucket.org/mlenser/5eshaped/issues/345/default-sheet-settings-sets-wrong-values) +* [#348: Critical Damage on Cantrips using the cantrip formula when crit dmg maximized](https://bitbucket.org/mlenser/5eshaped/issues/348/critical-damage-on-cantrips-using-the) +* [#350: Eldritch blast issues](https://bitbucket.org/mlenser/5eshaped/issues/350/eldritch-blast-issues) +* Ensured that when a spell is dragged from the SRD to a level that does not match its level that it maintains all data passed from the SRD when it is moved to the proper level. This solves higher level damage issues and closes [#351: Shatter spell issue](https://bitbucket.org/mlenser/5eshaped/issues/351/shatter-spell-issue) +* Magic Missile now imports without a higher level damage_dice. Closes part of [#349: Magic missiles issues](https://bitbucket.org/mlenser/5eshaped/issues/349/magic-missiles-issues) +* [#354: Extra crit damage for saving throw shows for secondary damage](https://bitbucket.org/mlenser/5eshaped/issues/354/extra-crit-damage-for-saving-throw-shows) +* [#353: Slight vertical misalignment on traits section usages in condensed mode](https://bitbucket.org/mlenser/5eshaped/issues/353/slight-vertical-misalignment-on-traits) +* Adding/Changing a class or updating levels does not change the spell_ability, therefore resetting all spells. Closes the bug from [#352: Changing spellcasting ability changes it for all spells](https://bitbucket.org/mlenser/5eshaped/issues/352/changing-spellcasting-ability-changes-it) + +## 10.1.2 + +### Bug Fixes + +* [#342: Top hit dice not clickable](https://bitbucket.org/mlenser/5eshaped/issues/342/top-hit-dice-not-clickable) +* Class Level is now a select +* [#337: Spellcasting parsing doesn't always detect class](https://bitbucket.org/mlenser/5eshaped/issues/337/spellcasting-parsing-doesnt-always-detect) +* [#328: NPC Multiattack gains "Ranged Spell Attack" on upgrade to 10.0.1](https://bitbucket.org/mlenser/5eshaped/issues/328/npc-multiattack-gains-ranged-spell-attack) + +### Code Cleanup + +* Removed import_data is it's now done via API directly + +## 10.1.1 + +### Bug Fixes + +* Show arithmetic sign for initiatives of "0". "+0" is the result for 0 now. +* Added "character_sheet" field which will help API authors identify the sheet. It'll follow the format Aaron and I agreed on: "Shaped v10.1.1". Version will still exist. See [Aaron's post on the topic](https://app.roll20.net/forum/post/4714038/character-sheet-authors-a-request-from-api-authors/#post-4714038). +* Changed how "initiative_formula" is stored so it can be used for scripts like Group Initiative. See the [documentation](https://docs.google.com/document/d/1yPcIZ_bIc3JlnWsKZt2tAB0EQSIVEfeMtT0GifbpJIg/edit#heading=h.2sgngharia1b) for how to set this up properly. + +## 10.1.0 + +### Features + +* Added "Powerful Build" as a racial trait. Closes [#331: Change to encumbrance multiplier](https://bitbucket.org/mlenser/5eshaped/issues/331/change-to-encumbrance-multiplier) + +### Bug Fixes + +* [#333: NPC actions with "plus" damage do not set plus toggle](https://bitbucket.org/mlenser/5eshaped/issues/333/npc-actions-with-plus-damage-do-not-set) +* [#290: Adding bonus damage to hit updates saving throw average damage](https://bitbucket.org/mlenser/5eshaped/issues/290/adding-bonus-damage-to-hit-updates-saving) +* [#329: Racial Features -> Racial Traits upgrade fails](https://bitbucket.org/mlenser/5eshaped/issues/329/racial-features-racial-traits-upgrade) +* [#327: NPC spellcasting Upgrade](https://bitbucket.org/mlenser/5eshaped/issues/327/npc-spellcasting-upgrade) + +## 10.0.1 + +### Bug Fixes + +* Minor spacing fixes based on how the html is compiled as part of 10.0.0 +* Converting from ft. to m. no longer adds two periods at the end. + +## 10.0.0 + +### Breaking Changes + +* [#326: Rename "Racial Features" to "Racial Traits"](https://bitbucket.org/mlenser/5eshaped/issues/326/rename-racial-features-to-racial-traits). An upgrade is included so all items should be moved over to the new section if any were created after 9.1.0 +* Removed "weight_multiplier" and "encumbrance_multiplier" in favor of just using the 4 multipliers: "carrying_capacity_multiplier", "max_push_drag_lift_multiplier", "encumbered_multiplier", "heavily_encumbered_multiplier". + +### Bug Fixes + +* [#243: Long trait name use count is outside brackets](https://bitbucket.org/mlenser/5eshaped/issues/243/long-trait-name-use-count-is-outside). This required a change to how white spaces are compiled. They are now manually added so please let me know if I've missed any areas. +* [#317: HP posted in chat has the wrong font-size](https://bitbucket.org/mlenser/5eshaped/issues/317/hp-posted-in-chat-has-the-wrong-font-size) +* [#323: Class Features not showing in presentation mode after an upgrades](https://bitbucket.org/mlenser/5eshaped/issues/323/class-features-not-showing-in-presentation) + +## 9.2.3 + +### Bug Fixes + +* [#303: 9.2.2 - Unarmored AC not calculating correctly](https://bitbucket.org/mlenser/5eshaped/issues/303/922-unarmored-ac-not-calculating-correctly). I believe this also closes [#300: DC displayed incorrectly for some monster actions](https://bitbucket.org/mlenser/5eshaped/issues/300/dc-displayed-incorrectly-for-some-monster), but will need Miodziek to verify when I release. +* [#304: Jack of all Trades and Remarkable Athlete not applying correctly](https://bitbucket.org/mlenser/5eshaped/issues/304/jack-of-all-trades-and-remarkable-athlete) +* [#307: Hit die roll should have a minimum of zero](https://bitbucket.org/mlenser/5eshaped/issues/307/hit-die-roll-should-have-a-minimum-of-zero) +* [#308: Roll template is omitting uses when it's zero](https://bitbucket.org/mlenser/5eshaped/issues/308/roll-template-is-omitting-uses-when-its) +* [#305: Characters with custom classes lose hit dice 9.0.1 -> 9.2.3](https://bitbucket.org/mlenser/5eshaped/issues/305/characters-with-custom-classes-lose-hit) +* [#306: Add "process spell slots automatically" option](https://bitbucket.org/mlenser/5eshaped/issues/306/add-process-spell-slots-automatically) +* [#284: Warlock spells require casting level choice](https://bitbucket.org/mlenser/5eshaped/issues/284/warlock-spells-require-casting-level) + +## 9.2.2 + +### Bug Fixes + +* [#298: higher_level_query_1ST_LEVEL attribute not being created](https://bitbucket.org/mlenser/5eshaped/issues/298/higher_level_query_1st_level-attribute-not) +* [#292: Ankheg drag from SRD has no actions](https://bitbucket.org/mlenser/5eshaped/issues/292/ankheg-drag-from-srd-has-no-actions) +* [#296: Include identifier in roll template for repeated spells](https://bitbucket.org/mlenser/5eshaped/issues/296/include-identifier-in-roll-template-for) +* [#293: Adding Armor does not update AC properly on PC](https://bitbucket.org/mlenser/5eshaped/issues/293/adding-armor-does-not-update-ac-properly) + +## 9.2.1 + +### Bug Fixes + +* [#287: Ranger UA (2016) Natural Explorer](https://bitbucket.org/mlenser/5eshaped/issues/287/ranger-ua-2016-natural-explorer) +* [#279: Add a way for legendary actions to be identified](https://bitbucket.org/mlenser/5eshaped/issues/279/add-a-way-for-legendary-actions-to-be) +* [#176: Spell Macro always shows Spell Points](https://bitbucket.org/mlenser/5eshaped/issues/176/spell-macro-always-shows-spell-points) +* [#288: Ammo Field Replicating](https://bitbucket.org/mlenser/5eshaped/issues/288/ammo-field-replicating) +* [#281: Manually entered spells are moved to cantrips and sometimes duplicated on upgrade from 9.0.1](https://bitbucket.org/mlenser/5eshaped/issues/281/manually-entered-spells-are-moved-to) +* [#214: Spells macro shows non-existing warlock slots](https://bitbucket.org/mlenser/5eshaped/issues/214/spells-macro-shows-non-existing-warlock) +* [#285: Firefox: Checkboxes for attacks, saving throws, heal, etc become centered when toggled](https://bitbucket.org/mlenser/5eshaped/issues/285/firefox-checkboxes-for-attacks-saving) + +## 9.2.0 + +### Features + +* The way that data is retrieved from the server when referencing a repeating section has been altered to minimize the number of http requests I make to the server. The result is incredibly fast upgrades (20 seconds from the moment the sheet is clicked for a 6.5.1 PC loaded with spells). The new architecture allows me to retrieve multiple repeating sections and vary the id I get from each section or vary the fields I get from each section - it significantly improves the process. This will also allow me to run more functions in parallel. + +### Bug Fixes + +* Removed damage_crit from saving throw damage +* [#276: Race condition with spell slot parsing](https://bitbucket.org/mlenser/5eshaped/issues/276/race-condition-with-spell-slot-parsing) +* [#256: Saving throws and Ability Check macros always include "Honor" and "Sanity"](https://bitbucket.org/mlenser/5eshaped/issues/256/saving-throws-and-ability-check-macros) +* [#267: Inspiration chat post initially shows 1](https://bitbucket.org/mlenser/5eshaped/issues/267/inspiration-chat-post-initially-shows-1) +* [#269: Proficiency text is replaced on upgrade and level up.](https://bitbucket.org/mlenser/5eshaped/issues/269/proficiency-text-is-replaced-on-upgrade) +* [#258: Death saving throw bonus isn't displayed in macros](https://bitbucket.org/mlenser/5eshaped/issues/258/death-saving-throw-bonus-isnt-displayed-in) +* [#262: "Auto" spell list does not show when there are no slots or points](https://bitbucket.org/mlenser/5eshaped/issues/262/auto-spell-list-does-not-show-when-there) +* "per_use" for things like ammo, armor, equipment, traits, attacks, actions, etc is now a "text" field so that it can allow things like custom queries. +* Attributes are now generated on sheet initialize. Closes [#237: Deflect Missile Monk Feature has issues with calculating the absorbed damage - Attributes not defined](https://bitbucket.org/mlenser/5eshaped/issues/237/deflect-missile-monk-feature-has-issues) +* [#245: Hitdice dont get retracted from a character after levels in a class are deleted.](https://bitbucket.org/mlenser/5eshaped/issues/245/hitdice-dont-get-retracted-from-a) +* [#275: The four new features and traits sections are not hidden in presentation mode](https://bitbucket.org/mlenser/5eshaped/issues/275/the-four-new-features-and-traits-sections) +* [#273: Spells don't prompt for level when they should](https://bitbucket.org/mlenser/5eshaped/issues/273/spells-dont-prompt-for-level-when-they). Additionally, spells will prompt for a level if you have no slots of that level or higher. +* [#218: Spell level change not running](https://bitbucket.org/mlenser/5eshaped/issues/218/spell-level-change-not-running) +* [#211: Total weight not calculating](https://bitbucket.org/mlenser/5eshaped/issues/211/total-weight-not-calculating) +* [#276: Race condition with spell slot parsing](https://bitbucket.org/mlenser/5eshaped/issues/276/race-condition-with-spell-slot-parsing) + +## 9.1.1 + +### Bug Fixes + +* [#223: Initiative rolls don't send to tracker](https://bitbucket.org/mlenser/5eshaped/issues/223/initiative-rolls-dont-send-to-tracker) +* [#209: Ammo field is generated every time a weapon is edited](https://bitbucket.org/mlenser/5eshaped/issues/209/ammo-field-is-generated-every-time-a) +* [#230: Upgrade from 7.12.2, Fire Bolt becomes melee](https://bitbucket.org/mlenser/5eshaped/issues/230/upgrade-from-7122-fire-bolt-becomes-melee) +* [#229: Spell with custom (maximized) damage loses damage on upgrade](https://bitbucket.org/mlenser/5eshaped/issues/229/spell-with-custom-maximized-damage-loses) +* [#233: Sorcerer metamagic not adding](https://bitbucket.org/mlenser/5eshaped/issues/233/sorcerer-metamagic-not-adding) +* [#235: Condense Buttons for Feature Section only have one toggle state between them.](https://bitbucket.org/mlenser/5eshaped/issues/235/condense-buttons-for-feature-section-only) +* [#238: Experience Points macro](https://bitbucket.org/mlenser/5eshaped/issues/238/experience-points-macro) +* [#239: Lair actions and Regional effects](https://bitbucket.org/mlenser/5eshaped/issues/239/lair-actions-and-regional-effects) +* [#241: Clicking GP for total gold results in error on new characters sheet without any gold.](https://bitbucket.org/mlenser/5eshaped/issues/241/clicking-gp-for-total-gold-results-in) +* [#240: Swarm import](https://bitbucket.org/mlenser/5eshaped/issues/240/swarm-import) +* [#205: Spellcasting parsing doesn't work](https://bitbucket.org/mlenser/5eshaped/issues/205/spellcasting-parsing-doesnt-work) +* [#217: NPC Spell from SRD Error](https://bitbucket.org/mlenser/5eshaped/issues/217/npc-spell-from-srd-error) +* [#236: Class Features Macro is empty](https://bitbucket.org/mlenser/5eshaped/issues/236/class-features-macro-is-empty) +* [#242: Conversion from Storm King's Thunder incomplete](https://bitbucket.org/mlenser/5eshaped/issues/242/conversion-from-storm-kings-thunder) + +#### Silent update bugs + +* [#206: Class Features don't generate output](https://bitbucket.org/mlenser/5eshaped/issues/206/class-features-dont-generate-output) +* [#212: Proficiency Bonus calculation/update](https://bitbucket.org/mlenser/5eshaped/issues/212/proficiency-bonus-calculation-update) +* [#221: Characters upgraded from 9.0.1 have “send to tracker” turned off by default](https://bitbucket.org/mlenser/5eshaped/issues/221/characters-upgraded-from-901-have-send-to) +* Initialized new sheets for [#222: New character’s initiative rolls are blank](https://bitbucket.org/mlenser/5eshaped/issues/222/new-character-s-initiative-rolls-are-blank), [#224: The saving throw chat dump macro is blank for new character without any save proficiencies](https://bitbucket.org/mlenser/5eshaped/issues/224/the-saving-throw-chat-dump-macro-is-blank) +* [#219: No proficiency bonus being added to skills](https://bitbucket.org/mlenser/5eshaped/issues/219/no-proficiency-bonus-being-added-to-skills) + +### UI Adjustments + +* Condensed attacks, traits, etc look as they do in 9.0.0 + +## 9.1.0 + +### Features + +* Unit tests are being added progressively as issues come up. There is little coverage so far, but I will be expanding these as more work is done. This should increase the stability of the sheet where a function might not be doing as I expect. +* [#166: Change all data saving to run silently](https://bitbucket.org/mlenser/5eshaped/issues/166/change-all-data-saving-to-run-silently) should give a great boost to performance and along with the upgrade changes this should reduce a fair number of bugs caused by incompatible updates occurring simultaneously. +* Upgrades have been entirely revamped to run in one server call as much as possible. This prevents strange errors where multiple conflicting upgrades are occurring at the same time. It also allows me to close the processing message after the upgrade is complete. Therefore that now spans the whole sheet. There is a slight delay of processing after the message closes for cases where all actions are updated (9.1.0), but that willworked on in the future. +* [#172: Parse Actions, Reactions, Legendary Actions, Lair Actions from the new Monster Manual format](https://bitbucket.org/mlenser/5eshaped/issues/172/parse-actions-reactions-legendary-actions) +* [#9: Handle Repeatable attacks, saves, and damage for cases like Call Lightning, Scorching Ray, Hunter's Mark](https://bitbucket.org/mlenser/5eshaped/issues/9/handle-repeatable-attacks-saves-and-damage) + +![alt text](http://i.imgur.com/O7mDQiS.png "9.1.0 spell repeat") +* [#2: Meters instead of feet](https://bitbucket.org/mlenser/5eshaped/issues/2/meters-instead-of-feet) +* [#145: Handle "if used with two hands" when parsing monsters](https://bitbucket.org/mlenser/5eshaped/issues/145/handle-if-used-with-two-hands-when-parsing) +* [#146: Have Armor items output the content field to the chat, as per other equipment items](https://bitbucket.org/mlenser/5eshaped/issues/146/have-armor-items-output-the-content-field) +* If custom saving throws are used normal saving throws will be converted to that system for "saving_throw_vs_ability" as well as content fields of attacks, actions, spells, etc. For example "Dexterity" would be replaced by "Reflex". +* Traits are now split to "Racial Features", "Class Features", "Feats", and "Traits". Closes [#140: Add Feats repeating section](https://bitbucket.org/mlenser/5eshaped/issues/140/add-feats-repeating-section) +* When a Class Feature is toggled off it is removed from the list of class features (toggling the class does not remove all class features, they must be done individually). + * "Create Class Features" has been removed from the settings as it can now be toggled directly. Once a class feature has been toggled off it will not be generated again. +* [#171: Incorporating Proficiency Die option to Spell Save DC](https://bitbucket.org/mlenser/5eshaped/issues/171/incorporating-proficiency-die-option-to) +* Spells displaying no longer require Slots or Points to be toggled. So the user must select "Spells" and then from there they can either turn off filters (which now shows all levels) or click "All" for spell level with filters on. The vast majority of cases will have a class which will add the necessary toggles, but this should help cases without a class figure out how to input spells. I'd like to improve it further potentially, but it's difficult to default to "auto" while showing some levels to start. Closes [#160: Spells gained via trait on non-casters](https://bitbucket.org/mlenser/5eshaped/issues/160/spells-gained-via-trait-on-non-casters) +* Initiative now has more of its calculations done via sheet workers. I has cleaned up its code which should make it more reliable with all the bonuses that can add on. I've also changed the value of "initiative_to_tracker" and "initiative_tie_breaker" on the settings page to both be 1. +* Critical damage from the default damage can be turned off, allowing for no crits at all or custom critical damage when combined with "extra on a crit". Closes [#167: Custom critical damage no longer supported](https://bitbucket.org/mlenser/5eshaped/issues/167/custom-critical-damage-no-longer-supported) +* [#179: Add repeating section identifier to roll templates](https://bitbucket.org/mlenser/5eshaped/issues/179/add-repeating-section-identifier-to-roll) +* Skill generation has been optimized for new characters so it creates 3 server calls instead of 20. +* Hit Dice have been revamped to work entirely on sheetworkers. + +### UI Adjustments + +* The roll template is formatted differently to have the type on the line above. + +![alt text](http://i.imgur.com/86r2M6P.png "9.1.0 roll template") +* [#103: When Actions, Attacks, Traits, etc are condensed show them in a list like spells](https://bitbucket.org/mlenser/5eshaped/issues/103/when-actions-attacks-traits-etc-are) +* [#156: Core Page Expanded Spellbook Improvement](https://bitbucket.org/mlenser/5eshaped/issues/156/core-page-expanded-spellbook-improvement) + +### Bug Fixes + +Many of these are discovered as part of the 9.1.0 changes and did not exist previously. I have included them anyways. + +* [#198: Conversion to 9.0.1 mangles many SRD imported Actions/Attacks](https://bitbucket.org/mlenser/5eshaped/issues/198/conversion-to-901-mangles-many-srd) +* [#181: Monster Manual - Tokens droped from journal are not scaling or are not visable](https://bitbucket.org/mlenser/5eshaped/issues/181/monster-manual-tokens-droped-from-journal) +* [#82: Import of Orc War Chief doesn't apply Gruumsh's Fury correctly to attacks.](https://bitbucket.org/mlenser/5eshaped/issues/82/import-of-orc-war-chief-doesnt-apply) +* [#148: Bat Bite attack imports wrongly.](https://bitbucket.org/mlenser/5eshaped/issues/148/bat-bite-attack-imports-wrongly) +* [#173: Saving throw second damage crit showing](https://bitbucket.org/mlenser/5eshaped/issues/173/saving-throw-second-damage-crit-showing) +* [#174: Equal padding for roll and attack rolls for roll2](https://bitbucket.org/mlenser/5eshaped/issues/174/equal-padding-for-roll-and-attack-rolls) +* [#176: Spell Macro always shows Spell Points](https://bitbucket.org/mlenser/5eshaped/issues/176/spell-macro-always-shows-spell-points) +* [#187: Global Spellcasting Attack Modifier](https://bitbucket.org/mlenser/5eshaped/issues/187/global-spellcasting-attack-modifier) +* [#200: Brutal Critical](https://bitbucket.org/mlenser/5eshaped/issues/200/brutal-critical) +* [#195: Skill Rolls for Non-Proficient Skill broken](https://bitbucket.org/mlenser/5eshaped/issues/195/skill-rolls-for-non-proficient-skill) +* [#197: Saving Throw Rolls - Proficient](https://bitbucket.org/mlenser/5eshaped/issues/197/saving-throw-rolls-proficient) +* [#193: Monster Manual - Strenght modifier applied to 1d1 attacks](https://bitbucket.org/mlenser/5eshaped/issues/193/monster-manual-strenght-modifier-applied) +* [#199: Different rounding on mean damage](https://bitbucket.org/mlenser/5eshaped/issues/199/different-rounding-on-mean-damage) + +## 9.0.1 + +The following issues should have no impact on the stability of the sheet. All are minor issues. I purposefully avoided anything that may cause other issues. + +### Bug Fixes + +* freetext and display_text were only being cleared if content was empty and that wasn't always true. Now it correctly determines if it should be set to content or added to content. Either way both are cleared in all cases it seems. Closes [#150: Upgrade 7.12.2 to 9.0.0](https://bitbucket.org/mlenser/5eshaped/issues/150/upgrade-7122-to-900) and [#159: Automatically-created class features fail to clear freetext on conversion](https://bitbucket.org/mlenser/5eshaped/issues/159/automatically-created-class-features-fail) +* Spells with ranged attacks were being upgraded as melee spell attacks. This is solved as part of the upgrade to 9.0.0. The upgrade will not rerun for 9.0.1. Closes [#154: Wizard Spell Upgrade 7.12.2 to 9.0.0](https://bitbucket.org/mlenser/5eshaped/issues/154/wizard-spell-upgrade-7122-to-900) +* New attacks will not show "undefined" as part of the damage string. Closes [#153: Attacks created default to bad damage string](https://bitbucket.org/mlenser/5eshaped/issues/153/attacks-created-default-to-bad-damage) +* [#155: Condense on Equipment not functioning](https://bitbucket.org/mlenser/5eshaped/issues/155/condense-on-equipment-not-functioning) +* Any ability with freeform will now toggle "show_freeform" to be on for the whole sheet. +* [#161: Removing character levels does not remove character_level attribute](https://bitbucket.org/mlenser/5eshaped/issues/161/removing-character-levels-does-not-remove) +* [#162: NPC Action free text sometimes remains behind](https://bitbucket.org/mlenser/5eshaped/issues/162/npc-action-free-text-sometimes-remains) + +### Known Issues + +* **Duplicate repeating Item:** Versatile Weapons. It is possible for some duplication of versatile weapons during the upgrade. This is a race condition that I had squashed on another character. This likely won't appear on a character without spellcasting. It's a difficult bug to stop - like all race conditions are. The real fix is revamping my updates to use silent, but that's a later version. I think this is an issue we'll have to accept. See [#158: Quarterstaff (Versatile) created 3 times on upgrade](https://bitbucket.org/mlenser/5eshaped/issues/158/quarterstaff-versatile-created-3-times-on) +* **Duplicate repeating Item:** Fighting Styles will have a duplicate one based on the class. Fighting Styles are split to class specific traits now. The user will have to determine to delete the old fighting style. This was done to prevent data loss. See [#151: Fighting Style Upgrades](https://bitbucket.org/mlenser/5eshaped/issues/151/fighting-style-upgrades) +* **Attack/Damage/Saving Throw toggled:** While upgrading a toggle may be selected. The fix is to unselect it. This should be very uncommon, but will occur if a user entered data and then untoggled a section. I had to be more liberal with how I determine if one of the toggles is selected for various reasons. The toggles will be selected if there is anything in "damage", "damage_ability", "damage_bonus", "damage_type", "heal", etc. You can simply untoggle them. See [#152: Abilities with Superiority Die in Description](https://bitbucket.org/mlenser/5eshaped/issues/152/abilities-with-superiority-die-in) +* **Handled for new imports and a workaround** [#147: NPC action: changing ability bonus for attack to "nothing" is reset to Str](https://bitbucket.org/mlenser/5eshaped/issues/147/npc-action-changing-ability-bonus-for) This is an edge case that only applies to things like Bat. It needs to be solved, but it requires a change that alters how I get and save data from the server. That is too risky for 9.0.x. In the mean time importing from SRD or JSON will parse the correct attack or damage by adding positive or negative bonuses. It can be manually adjusted as well. I will solve this for 9.1.0 or later. + +## 9.0.0 + +### Breaking Changes + +* Completely revamped how attacks, saving throws, and damage is entered into the sheet. The new model is that attack has damage and secondary damage, saving throw has damage and secondary damage, and there is damage that is not tied to either. + * Editing uses of Attacks, Actions, and Traits can be done in presentation mode. + * Damage of all types is now split between the die size and the amount of dice for critical damage changes and for ease of higher level for spells. + * Saving Throw damage will not multiply on a crit, but the others will. + * Ability selects are now stored as 3 characters instead of the full name. (some areas had breaking changes as a result). + * Content is the new freetext field for all attacks, spells, etc. Freetext still exists, but content is where the main content goes. Freetext will be purely for users to edit. + * Saving throw condition and saving throw failure are no longer fields. Saving throws are rather diverse in their wording and subscribing a setup for them is too difficult at this time. It's best to leave the conditions and saving throw failure in the text. Save success is extracted as it is commonly used for half damage. + * Attacks always have an attack roll. This has always been implied by name and and written about on the forums. If you previously had things without attacks in this section they likely belong in another section (spells, features & traits). +* Saving throws from things like spells, attacks, traits, actions, etc in the chat output now use @{selected} instead of @{target}. This should be much easier for PCs and slightly easier for NPCs. +* The roll template has had many fields added and removed. The styling is also adjusted to be left aligned. +* Upgrade scripts for sheets older than 3.0.0 have been removed. 3.0.0+ upgrades will still be run on those sheets, but no older upgrades than that. 3.0.0 was released April 30th 2016 so that should've allowed plenty of time for people to upgrade. + +### Features + +* Colors have been adjusted to increase contrast (readability) +* Adding a class automatically adds proficiencies (armor, weapon, tools, and saving throws) as well as the spell_ability and it toggles the appropriate spell toggles such as spells, cantrips, spell slots, prepared matters. +* NPC actions that have an attack now recalculate everything when a relevant field is changed. Generating nice texts like "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage." +* Critical damage is automatically calculated with the option to use the maximum damage as a houserule. Additionally you can select the half-orc savage attacks to be added automatically as well as manually enter an amount to be added on a critical (after toggling on "extra on a crit" on the settings page). +* Crit Range and Extra damage on a crit are not shown by default, but can be turned on 1 by 1 on the settings page. +* The UI of attacks, saving throws, etc is created is now all based on inline editing with auto expanding input widths. +* Auto-expand inputs are used for nearly every input on the sheet. This really improves the styling in some areas. Some noticeable areas: Skill ability selects, attack/damage sections. +* Versatile weapons are now split into two different weapons when they are dragged from SRD. +* [#98: Add Artificer](https://bitbucket.org/mlenser/5eshaped/issues/98/add-artificer) +* Added Ranger UA to the class options list. Closes part of [#102: Increasing character class level reverts changes made to traits](https://bitbucket.org/mlenser/5eshaped/issues/102/increasing-character-class-level-reverts). +* [#96: Add the ability to change the unarmored formula](https://bitbucket.org/mlenser/5eshaped/issues/96/add-the-ability-to-change-the-unarmored) +* [#104: Allow higher level to query for all levels, not just available spell slot levels](https://bitbucket.org/mlenser/5eshaped/issues/104/allow-higher-level-to-query-for-all-levels) +* Condense buttons added to attacks, actions, reactions, and legendary actions. It remains on traits for both PCs and NPCs. +* Added distance "ft." to senses and speed and several other areas. This updates when you change your distance in the setting page. +* Resistances are hidden for PCs if they are empty. +* Section titles on the NPC core page are now clickable (actions, reactions, legendary actions, etc). They output the chat macro. +* NPC names are now clickable. They output the statblock. +* Added a spells toggle on core for PCs which is viewable in edit mode. +* Added a link to report an issue to the sheet (next to documentation) +* Emote, Freetext, and Freeform are not shown by default, but can be turned on 1 by 1 on the settings page. + +### Bug Fixes + +* NPC tokens show the correct radius when dragging a token on the map. Closes [#92: Check Valid data entry of "senses"](https://bitbucket..org/mlenser/5eshaped/issues/92/check-valid-data-entry-of-senses) +* Many other 9.0.0 bugs. See the recent activity on my [issue tracker](https://bitbucket.org/mlenser/5eshaped/issues). + +## 8.5.1 + +### Bug Fixes + +* Speed and Senses now round to 1 decimal place when converting to meters. +* [#94: Weapon damage ability modifier reseting](https://bitbucket.org/mlenser/5eshaped/issues/94/weapon-damage-ability-modifier-reseting). Also fixed the attack ability and use the meters/feet toggle to read the distance for reach parsing. +* Spell widths adjusted to be more consistent. [#91: Low width for spells outside condensed mode](https://bitbucket.org/mlenser/5eshaped/issues/91/low-width-for-spells-outside-condensed) +* Possibly fixed [#92: Check Valid data entry of "senses"](https://bitbucket.org/mlenser/5eshaped/issues/92/check-valid-data-entry-of-senses), but it's impossible to tell as I don't have Volo. + +## 8.5.0 + +### Features + +* [#1: Track spells Prepared/Known](https://bitbucket.org/mlenser/5eshaped/issues/1/track-spells-prepared-known). Cantrips are not included as part of the known or prepared calculations. + +## 8.4.0 + +### Features + +* Psionics have been removed as I plan to use [psionics as spells](http://homebrewery.naturalcrit.com/share/r1bPpZOb8e) + +### Bug Fixes + +* The toggle upgrade was not toggling content for spells and was always toggling saving throw and extras for everything. This has been fixed now. As part of this toggle detection has been redone. +* Size, Speed, and Senses in the NPC statblock macro are now fixed. +* Recharge and cost now shows as part of action names in chat macros + +## 8.3.0 + +### Features + +* Attack, Saving Throw, Damage, Extras, Content, Ammo, etc toggles have all been revamped. I should no longer need to force the whole sheets to update when I change some variables here. These toggles are now stored in "roll_formula" which the sheet generates. This also allows me to improve the way that crit damage is added to the roll, closing [#88: [3D Dice] Crit damage dice should only show for attacks](https://bitbucket.org/mlenser/5eshaped/issues/88/3d-dice-crit-damage-dice-should-only-show) +* Recharge has been revamped for translation again. Recharge can now be "Short or Long Rest", "Long Rest", "Turn", "Recharge 5-6", "Recharge 6". In the display it'll show as "1/Long Rest". All of this should be upgraded and parse from SRD properly +* [#89: Magic Missile should drag from SRD as per RAW](https://bitbucket.org/mlenser/5eshaped/issues/89/magic-missile-should-drag-from-srd-as-per) +* Added "per_use" for Attacks, Armor, and Equipment + +## 8.2.1 + +### Bug Fixes + +* [#86: NPC action type changes after editing of freetext](https://bitbucket.org/mlenser/5eshaped/issues/86/npc-action-type-changes-after-editing-of). Also did some other refactoring to clean this area up. The toggle button is no longer cleared after each update (only on the initial one). + +## 8.2.0 + +### Features + +* Reliable talent added for rogue. This will work for rolling normally, with advantage, disadvantage, roll2, etc. This required a fair bit of refactoring around how "roll_setting" was set. The new version is much cleaner and easier to work with. Everything should be upgraded and working as intended. Closes [#84: Add Reliable Talent for rogues](https://bitbucket.org/mlenser/5eshaped/issues/84/add-reliable-talent-for-rogues) +* Many tooltips are now translated (no forced upgrade, but any new sheet or any change to force it to recalc will update it) + +## 8.1.1 + +### Bug Fixes + +* AC bonus for armor items is now correctly being added. +* +X magic items of the versatile property now add the bonus damage to the secondary damage section. As a subset to this I now parse finesse and versatile at the start of the weapon parse so this should help clean up some code. +* Ability checks macro now correctly adds the total value of each skill. + +### User Interface Changes + +* The top 2 rows of the center column for PCs have each had their width changed and other small styling tweaks + +## 8.1.0 + +### Features + +* Armor calculations have been refactored to be much easier to understand. Each armor type can now be "Light Armor", "Medium Armor", "Heavy Armor", or "Shield". Light, Medium, and Heavy add to Armored AC. Shield adds to both Armored and Unarmored AC. Unarmored AC is set more intuitively (see screenshot) + +![alt text](http://i.imgur.com/qwBZx8G.png "New Unarmored AC") + +### Bug Fixes + +* Movement and senses no longer have line breaks between the label and the input while in edit mode. +* Every Armor type was adding dex as a result of some refactoring quite a while ago. This was most noticable on "Shield" ACs. This is fixed as per the new Armor calculations. + +### User Interface Changes + +* Inputs no longer have bottom borders by default. A few places have it manually. + +## 8.0.0 + +### Breaking Changes + +* Spells tab removed. The behavior on the core page with the expand option covers this need. This will save sheets with lots of spells between 10-30% of loading time, processing time, etc +* Vision, movement, and class features moved to the core page from the character page + +### Features + +* [#65: Honor and Sanity Attributes](https://bitbucket.org/mlenser/5eshaped/issues/65/honor-and-sanity-attributes). See screenshot below. +* The way Normal/Advantage/Disadvantage set is now changed to be more direct and require no sheet processing. There is no longer the possibility of the roll template outputting incorrect advantage state as a result of a slow script run. "Automatically revert (dis)advantage" will not work until Lucian upgrades his script. See [Automatically revert advantage needs to be updated for 8.0.0](https://github.com/symposion/roll20-shaped-scripts/issues/263) +* Normal/Advantage/Disadvantage now has 3 additional options: Query, Advantage query, and Disadvantage query. All will ask you which state to use when executing the macro. The Advantage/Disadvantage query options will default to that option. +* Initiative has the same options as above in addition to using the sheet's setting (Normal/Advantage/Disadvantage). Closes [#77: Add a CHOOSE_WHEN_ROLLING Initiative Roll Option](https://bitbucket.org/mlenser/5eshaped/issues/77/add-a-choose_when_rolling-initiative-roll) +* Skills have the same options as initiative. +* Movement is now split out into 4 different fields for PCs and NPCs. It automatically parses from the SRD and upgrades appropriately. +* Senses is now split out into 4 different fields for PCs and NPCs. It automatically parses from the SRD and upgrades appropriately. +* You can now choose a distance measurement system in the settings tag. Adjusting it will convert the numbers and labels for distances in movement and senses. +* Added class features to the Features & Traits area of the Core tab for PCs +* Features are now removed from the list of features if they are unchecked in the list of features (for example Careful spell). Closes [#76: Deactivating a feature should remove it from the list of features & traits](https://bitbucket.org/mlenser/5eshaped/issues/76/deactivating-a-feature-should-remove-it) +* Recharges have now been translated for traits, actions, reactions, etc. Old recharges have been converted for PC and NPCs. New NPCs will parse the recharge to translation. Closes [#40: Traits: short/long rest not translated](https://bitbucket.org/mlenser/5eshaped/issues/40/traits-short-long-rest-not-translated). +* Traits can now specify how many uses are used each time. Legendary Actions now specify their cost. The script will handle this via [Traits amount decremented should be based on new "used" field as of 8.0.0](https://github.com/symposion/roll20-shaped-scripts/issues/265). Closes [#7: Trait and Legendary cost support](https://bitbucket.org/mlenser/5eshaped/issues/7/trait-and-legendary-cost-support) +* Size for PCs moved to the header next to race. + +![alt text](http://i.imgur.com/7u7sJDI.png "Honor and Sanity") + +### Bug Fixes + +* Structural change to how I access multiple repeating sections that should make them much quicker (I get all the values and then set them all at once instead of setting them individually) +* Large cleanup around spells as a result of the above and other minor changes that should speed up their processing. Same with psionics. +* Structural change to how I verify that the data I'm sending isn't already on the server (if it was blank and is being sent as blank it won't be sent now) +* Cleanup around other areas like abilities, ability checks, skills, saving throws, etc to speed them up a little bit. +* Ability checks and Saving throws macros are now generated in a more maintainable way. Both the chat macro and the query macro are visible on the page now. +* [#68: Spell duplication on script import of spellcasting monsters](https://bitbucket.org/mlenser/5eshaped/issues/68/spell-duplication-on-script-import-of). When parsing spells from the traits section it will check to see if each spell exists. If a spell by that name exists then it will not create a new one. +* [#74: Coin weight](https://bitbucket.org/mlenser/5eshaped/issues/74/coin-weight) diff --git a/5eShaped/precompiled/.eslintrc b/5eShaped/precompiled/.eslintrc deleted file mode 100644 index 8a6cb012e0..0000000000 --- a/5eShaped/precompiled/.eslintrc +++ /dev/null @@ -1,16 +0,0 @@ -{ - "parser": "babel-eslint", - "env": { - "browser": true, - "node": true - }, - "extends": "airbnb/base", - "rules": { - "arrow-body-style": 0, - "max-len": 0, - "no-cond-assign": 0, - "no-console": 0, - "no-param-reassign": 0, - "no-restricted-syntax": 0 - } -} \ No newline at end of file diff --git a/5eShaped/precompiled/.gitignore b/5eShaped/precompiled/.gitignore deleted file mode 100644 index afd0c15f52..0000000000 --- a/5eShaped/precompiled/.gitignore +++ /dev/null @@ -1,2 +0,0 @@ -node_modules -submitProps.json diff --git a/5eShaped/precompiled/5eShaped.html b/5eShaped/precompiled/5eShaped.html deleted file mode 100644 index b24d6b011b..0000000000 --- a/5eShaped/precompiled/5eShaped.html +++ /dev/null @@ -1,26 +0,0 @@ -
- //= include components/header/firstLine.html - //= include components/header/header.html - //= include components/header/nav.html - - //= include components/header/variables.html - -
- - //= include components/core/core.html - //= include components/npc/npc.html - //= include components/spells/spells.html - //= include components/equipment/equipment.html - //= include components/character/character.html - //= include components/settings/settings.html -
- - //= include components/importOverlay.html -
\ No newline at end of file diff --git a/5eShaped/precompiled/5eShaped.scss b/5eShaped/precompiled/5eShaped.scss deleted file mode 100644 index 0fa197409b..0000000000 --- a/5eShaped/precompiled/5eShaped.scss +++ /dev/null @@ -1,2144 +0,0 @@ -$duration: .2s; -$transparent: rgba(0, 0, 0, 0); -$black: #000; -$transparent-black: rgba(0, 0, 0, .75); -$mostly-transparent-black: rgba(0, 0, 0, .3); -$white: #fff; -$gray-black: #222; -$transparent-white: rgba(255, 255, 255, 0); -$semi-transparent-white: rgba(255, 255, 255, .3); -$mostly-transparent-white: rgba(255, 255, 255, .87); -$off-white: rgb(245, 245, 245); -$brown: #563300; -$pink: #ce0f69; -$red: #f00; -$light-red: #922610; -$important-red: #980000; -$deep-red: #591209; -$dark-red: #3a0e06; -$orange: #ca8929; -$orange-alt: #e69a28; -$light-green: #879a6a; -$advantage-green: #2fc910; -$deep-green: #51624b; -$attack-header: #2c5d28; -$deep-blue: #416696; -$bright-blue: #3f88e6; -$light-gray: #a7a7a7; -$whitish-gray: #dedede; -$gray: #a19a91; -$tan: #867453; -$small-label-gray: #676767; -$grayer-gray: #909090; -$light-yellow: #f2f5d3; -$transparent-yellow: rgba(255, 255, 1, .2); -$pencil-color: rgba(255, 255, 1, .95); -$teal: #e6fff9; -$border-radius: 3px; -$scrollbar-size: .5em; -$death-saving-throw-circle-size: 14px; - -$classes: 'barbarian', 'bard', 'cleric', 'druid', 'fighter', 'monk', 'paladin', 'ranger', 'rogue', 'sorcerer', 'warlock', 'wizard'; - -@mixin no-highlight { - user-select: none; -} - -@mixin text-shadow { - text-shadow: -1px 0 $black, 0 1px $black, 1px 0 $black, 0 -1px $black; -} - -@mixin tab-toggle($tab, $width, $padding) { - @if $padding == 'padding' { - $width: $width + 4; - } @else if $padding == 'halfPadding' { - $width: $width + 2; - } - - input.sheet-toggle-#{$tab}, - span.sheet-toggle-#{$tab} { - width: $width; - } - span.sheet-toggle-#{$tab} { - margin-left: -$width; - } -} - -@mixin slide-toggle($name, $width, $height, $left-color, $right-color, $small-sides, $vertical) { - $multiplier: 2; - @if $small-sides { - $multiplier: 4; - } - input.sheet-slide-input-#{$name}, - label.sheet-slide-toggle-#{$name} { - height: $height; - width: $width * $multiplier; - } - label.sheet-slide-toggle-#{$name} { - @if $vertical { - margin-top: -$height; - } @else { - margin-left: -$width * $multiplier; - } - line-height: $height; - .sheet-slide-cover { - @if $small-sides { - width: $width * 3; - } @else { - width: $width; - } - $volume-color: darken($left-color, 10); - box-shadow: 0 .12em .01em rgba($volume-color, 1), - 0 .12em .3em rgba($volume-color, .6), - 0 .12em 2em $mostly-transparent-black, - -.12em .15em .2em $mostly-transparent-black; - height: $height; - } - } - input[type='checkbox'].sheet-slide-input-#{$name} + label.sheet-slide-toggle-#{$name} { - .sheet-slide-cover { - background-color: $left-color; - text-shadow: 0 .05em 0 darken($left-color, 05); - @if $small-sides { - margin-right: $width; - } - } - span[class^='sheet-slide-toggle-'] { - @if $small-sides { - width: 25%; - } @else { - width: 50%; - } - color: $left-color; - } - } - span.sheet-slide-toggle-#{$name}-left { - @if $small-sides { - font-size: 11px; - } - } - span.sheet-slide-toggle-#{$name}-right { - @if $small-sides { - font-size: 10px; - font-weight: bold; - margin-left: 50%; - } - } - input[type='checkbox'].sheet-slide-input-#{$name}:checked + label.sheet-slide-toggle-#{$name} { - .sheet-slide-cover { - background-color: $right-color; - @if $small-sides { - margin-right: 0; - } @else { - margin-right: $width; - } - border-bottom: .03em solid lighten($right-color, 10); - $volume-color: darken($right-color, 10); - box-shadow: 0 .12em .01em rgba($volume-color, 1), - 0 .12em .3em rgba($volume-color, .6), - 0 .12em 2em $mostly-transparent-black, - .12em .15em .2em $mostly-transparent-black; - text-shadow: 0 .05em 0 darken($right-color, 10); - } - span[class^='sheet-slide-toggle-'] { - color: $right-color; - } - } -} - -@mixin scrollbars($size, $foreground-color, $background-color: mix($foreground-color, $white, 50%)) { - // For Google Chrome - ::-webkit-scrollbar { - height: $size; - width: $size; - } - - ::-webkit-scrollbar-thumb { - background: $foreground-color; - border-radius: 10px; - } - - // For Internet Explorer - body { - scrollbar-face-color: $foreground-color; - } -} - -@include scrollbars($scrollbar-size, slategray); - -@mixin faded-border-bottom { - border-image: linear-gradient(to right, transparent, $transparent-black, transparent) 1; - border-left: 0; - border-right: 0; -} - -*, -.sheet-rolltemplate-5e-shaped * { - box-sizing: border-box; - line-height: 100%; -} - -input, -select, -textarea, -.sheet-wrapper { - font-size: 12px; -} - -button { - //overwrite roll20 - &[type=roll] { - background-image: none; - border: 0; - box-shadow: none; - text-align: left; - text-shadow: initial; - - &.btn { - font-size: inherit; - margin: 0; - - &:not(.sheet-visible-button) { - background-color: transparent; - padding: 0; - - &:hover { - color: $bright-blue !important; - input, - span { - color: $bright-blue !important; - } - } - } - - &.sheet-visible-button { - background-color: $bright-blue; - border-radius: $border-radius; - box-shadow: 0 2px 5px 0 $mostly-transparent-black; - color: $mostly-transparent-white; - font-size: 11px; - padding: 3px; - &:hover { - color: $mostly-transparent-white; - } - &:active { - box-shadow: 0 4px 8px 0 $mostly-transparent-black; - } - } - } - - &:hover { - background-position: initial; - } - &::before { - content: '' !important; - } - &:active { - box-shadow: none; - } - } - - &.repcontrol_add, - &.repcontrol_edit { - font-size: 10px; - padding: 1px 3px; - } - - &.repcontrol_del { - font-size: 13px; - padding: 0 3px 2px; - position: relative; - z-index: 999; - } - &.repcontrol_add, - &.repcontrol_edit, - &.repcontrol_del { - border-radius: $border-radius; - width: auto !important; - } -} - -.btn { - &.repcontrol_move { - background: transparent; - border: 0; - font-size: 16px; - font-weight: bold; - padding: 2px 6px; - position: relative; - z-index: 999; - } -} - -input.sheet-toggle-pseudo-button { - height: 17px; -} - -span.sheet-toggle-pseudo-button { - background-color: $bright-blue !important; - box-shadow: 0 2px 5px 0 $mostly-transparent-black; - font-size: 11px !important; - height: 17px; - padding: 3px !important; -} - -.sheet-wrapper-button { - width: 100%; -} - -p { - margin: 0; -} - -ul, -ol { - margin: 0 0 0 15px; -} - -input[type=number], -input[type=text], -select, -textarea, -button { - border-left: 0; - border-radius: 0; - border-right: 0; - border-top: 0; - box-shadow: none; - margin-bottom: 0 !important; - padding: 0 1px; - - &.sheet-no-border { - border-bottom: 0; - } - &.sheet-no-pad { - padding: 0; - } - - &:focus { - outline: none; - } -} - -.sheet-border-bottom { - border-bottom: 1px solid $light-gray; -} - -input[type=number], -input[type=text], -select, -textarea { - width: 100% !important; -} - -select { - appearance: none; - height: 15px; -} - -input[type=number] { - text-align: center; -} - -.sheet-pseudo-input { - display: block; - height: 1em; - min-height: 15px; - padding: 2px; -} - -input[disabled], -input[readonly], -input[type=number].sheet-no-spin { - -moz-appearance: textfield; -} - -input[disabled] { - background-color: transparent; - cursor: inherit; -} - -input[type=number].sheet-no-spin::-webkit-outer-spin-button, -input[type=number].sheet-no-spin::-webkit-inner-spin-button, -input[disabled]::-webkit-inner-spin-button, -input[disabled]::-webkit-outer-spin-button, -input[readonly]::-webkit-inner-spin-button, -input[readonly]::-webkit-outer-spin-button { - appearance: none; - margin: 0; -} - -.sheet-float-right { - float: right; -} - -.sheet-selectable { - user-select: text; -} - -$sizes: ( - sm: 2, - smd: 4, - md: 5, - lg: 10, - xl: 15, - xxl: 20 -); -$sides: ( - t: 'top', - r: 'right', - b: 'bottom', - l: 'left' -); -$pad-mar: ( - mar: 'margin', - pad: 'padding' -); -@each $side, $side-value in $sides { - @each $size, $size-value in $sizes { - @each $type, $type-value in $pad-mar { - .sheet-#{$type}-#{$side}-#{$size} { - #{$type-value}-#{$side-value}: #{$size-value}px; - } - } - - @if ($side == t) and ($size == sm) or ($size == md) { - .sheet-rolltemplate-5e-shaped .sheet-mar-#{$side}-#{$size} { - margin-#{$side-value}: #{$size-value}px !important; - } - } - } -} - -.sheet-pad-t-twelve { - padding-top: 12px; -} - -.sheet-pad-t-seven { - padding-top: 7px; -} - -.sheet-pad-l-hundred { - padding-left: 100px; -} - -.sheet-pad-t-hundred { - padding-top: 100px; -} - -.sheet-hidden { - display: none !important; -} - -.sheet-mar-b-smd { - margin-bottom: 4px; -} - -.sheet-wrapper { - min-width: 834px; -} - -.sheet-import-data-present { - &:not(:checked) ~ .sheet-overlay { - display: none; - } -} - -.sheet-overlay { - background-color: $transparent-black; - height: 100%; - width: 100%; - z-index: 9999; -} - -.charsheet { - background: $off-white url('http://i.imgur.com/RggDtsN.png'); - margin-top: -10px; - padding: 2px 3px !important; -} - -.sheet-slide-input-pc { - &:checked ~ div { - .sheet-trait { - span { - line-height: 1.15; - } - } - } - &:checked ~ div .sheet-pc, - &:checked ~ .sheet-pc, - &:not(:checked) ~ div .sheet-npc, - &:not(:checked) ~ .sheet-npc { - display: none; - } -} -.sheet-slide-input-pc { -} - -.sheet-small-note { - font-size: 10px; - text-align: center; -} - -.sheet-wrap-box { - background-color: $white; - border: 1px solid $black; - border-radius: $border-radius; - padding: 3px; -} - -.sheet-tooltip-position-wrapper, -.sheet-rolltemplate-5e-shaped .sheet-tooltip-position-wrapper { - position: absolute; - right: 1px; - z-index: 99; -} - -.sheet-tooltip-position-wrapper { - bottom: 1px; -} -.sheet-rolltemplate-5e-shaped .sheet-tooltip-position-wrapper { - top: 1px; -} - -.sheet-tooltip, -.sheet-rolltemplate-5e-shaped .sheet-tooltip { - position: relative; -} - -.sheet-tooltip-toggle-text, -.sheet-rolltemplate-5e-shaped .sheet-tooltip-toggle-text { - background-color: $black; - border-radius: 50%; - color: $mostly-transparent-white; - font-size: 78%; - font-weight: bold; - height: 10px; - padding: 1px 2px; - width: 10px; -} - -[class*='sheet-tooltip-content'], -.sheet-rolltemplate-5e-shaped [class*='sheet-tooltip-content'] { - background-color: $black; - border-bottom-left-radius: 4px; - border-bottom-right-radius: 4px; - color: $mostly-transparent-white; - opacity: .9; - padding: 4px; - position: absolute; - text-align: left; - visibility: hidden; - width: 260px; - z-index: 99; - &::after { - border-bottom: 8px solid transparent; - border-top: 8px solid transparent; - content: ''; - margin-top: -8px; - position: absolute; - top: 9px; - } -} -[class*='sheet-tooltip-content'] { - margin-top: -15px; -} - -.sheet-tooltip-small, -.sheet-rolltemplate-5e-shaped .sheet-tooltip-small { - width: 80px; -} - -.sheet-tooltip-content-left, -.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left { - border-top-left-radius: 4px; - right: 100%; -} -.sheet-tooltip-content-left { - margin-right: 12px; -} -.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left { - margin-right: 20px; -} - -.sheet-tooltip-content-right, -.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right { - border-top-right-radius: 4px; - left: 100%; -} -.sheet-tooltip-content-right { - margin-left: 12px; -} -.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right { - margin-left: 20px; -} - -.sheet-tooltip-content-left::after, -.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after { - border-left: 8px solid $black; - right: -8px; -} - -.sheet-tooltip-content-right::after, -.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after { - border-right: 8px solid $black; - left: -8px; -} - -.sheet-tooltip:hover [class*='sheet-tooltip-content'], -.sheet-tooltip:focus [class*='sheet-tooltip-content'], -.sheet-rolltemplate-5e-shaped .sheet-tooltip:hover [class*='sheet-tooltip-content'], -.sheet-rolltemplate-5e-shaped .sheet-tooltip:focus [class*='sheet-tooltip-content'] { - visibility: visible; - z-index: 450; -} - -.sheet-dnd-image-wrapper { - margin-bottom: 1px; - img { - display: block; - max-height: 27px; - } -} - -.sheet-character-name { - input { - border: 1px solid $black; - border-bottom-left-radius: 5px !important; - border-right-width: 0; - border-top-left-radius: 5px !important; - font-size: 20px; - font-weight: bold; - padding: 0 2px; - } - .sheet-wrap-box-label { - margin-top: 1px; - } -} - -.sheet-ability-wrapper { - height: 62px; - margin-bottom: 15px; - padding-left: 1px; - padding-right: 1px; - padding-top: 1px; - position: relative; - - & .sheet-ability-score-wrapper { - background-color: $white; - border: 1px solid $black; - border-radius: 50%; - bottom: -11px; - height: 24px; - left: 0; - margin-left: auto; - margin-right: auto; - padding: 2px; - position: absolute; - right: 0; - width: 40px !important; - - input.sheet-toggle-edit-mode:checked ~ div & { - width: 60px !important; - } - - input { - background: transparent; - border-radius: 50%; - font-size: 11px; - } - } -} - -.sheet-ability-modifier { - font-size: 24px; - padding-top: 6px !important; - - input.sheet-toggle-edit-mode:checked ~ div & { - padding-top: 0 !important; - } -} - -.sheet-spell-slots-points { - input[type=number] { - background-color: transparent; - font-size: 12px; - padding: 0; - } -} - -.sheet-attacks, -.sheet-spell { - input[readonly] { - background: $whitish-gray; - } -} - -.sheet-gray-bg { - background: $whitish-gray; -} - -.sheet-flex-grow { - flex-grow: 1; -} - -.sheet-no-shrink { - flex-shrink: 0; -} - -.sheet-inline, -.sheet-rolltemplate-5e-shaped .sheet-inline { - display: inline; -} - -.sheet-inline-block, -.sheet-rolltemplate-5e-shaped .sheet-inline-block { - display: inline-block; -} - -.sheet-block { - display: block; -} - -.sheet-pre-line { - white-space: pre-line; -} - -.sheet-relative, -.sheet-rolltemplate-5e-shaped .sheet-relative { - position: relative; -} - -.sheet-absolute { - position: absolute; - top: 0; -} - -.sheet-fixed { - position: fixed; -} - -.sheet-section-core { - .sheet-heading { - font-style: italic; - font-weight: bold; - margin-left: 8px; - } -} - -.sheet-heading { - text-transform: capitalize !important; -} - -.sheet-input-like { - display: inline-block; - padding: 1px; -} - -.sheet-skill-ability { - color: $light-gray; - font-size: 10px; -} - -.sheet-skills { - select { - padding: 0; - } - padding-right: 1px; -} - -.sheet-skills-ability-selector { - background: transparent; - border-bottom: 0; - color: $grayer-gray; - font-size: 9px; - height: 11px !important; -} - -.sheet-skill-select-wrapper { - select { - font-size: 14px; - height: 16px; - } -} - -.sheet-skills-ability-selector-wrapper, -.sheet-parenthesis-wrapper { - color: $grayer-gray; - font-size: 9px; - input { - padding-left: 3px; - padding-right: 3px; - } -} - -input.sheet-toggle-use-custom-saving-throws:not([value='1']) ~ div .sheet-resistances-immunities { - margin-left: -75px; -} - -.sheet-shield { - height: 55px; - margin-left: auto; - margin-right: auto; - margin-top: -1px; - padding-right: 2px; - padding-top: 7px; - position: relative; - width: 53px; - z-index: 5; - - &::before { - @include text-shadow; - color: $white; - content: 'b'; - font-family: 'Pictos Three'; - font-size: 74px; - left: -1px; - line-height: 51px; - position: absolute; - top: 3px; - z-index: -1; - } - - .sheet-big-text { - padding: 1px; - } - - .sheet-wrap-box-title { - margin-top: 2px; - } -} - -.sheet-bold, -.sheet-rolltemplate-5e-shaped .sheet-bold { - font-weight: bold; -} - -.sheet-italic, -.sheet-rolltemplate-5e-shaped .sheet-italic { - font-style: italic; -} - -.sheet-capitalize, -.sheet-rolltemplate-5e-shaped .sheet-capitalize { - text-transform: capitalize !important; -} -.sheet-lowercase, -.sheet-rolltemplate-5e-shaped .sheet-lowercase { - text-transform: lowercase !important; -} -.sheet-uppercase, -.sheet-rolltemplate-5e-shaped .sheet-uppercase { - text-transform: uppercase !important; -} - -.sheet-big-text { - font-size: 18px; -} - -.sheet-initiative, -.sheet-speed { - .sheet-big-text { - display: block; - min-height: 1.6em; - padding: .2em; - } -} - -.sheet-heart-divider { - font-size: 15px; -} - -.sheet-wrap-box-label, -.sheet-wrap-box-title, -.sheet-ability-name { - text-transform: uppercase; -} - -.sheet-wrap-box-title, -.sheet-ability-name { - font-size: 9px; - font-weight: bold; -} - -.sheet-wrap-box-title { - margin: 5px 0 0; -} - -.sheet-wrap-box-label { - font-size: 80%; -} - -.sheet-light-label { - color: $light-gray; -} -.sheet-heart, -.sheet-temp-heart { - height: 70px; - margin-left: auto; - margin-right: auto; - margin-top: 5px; - position: relative; - width: 84px; - z-index: 5; - - &::after { - @include text-shadow; - color: $white; - content: 'k'; - font-family: 'Pictos'; - font-size: 94px; - left: 0; - position: absolute; - top: 22px; - z-index: -1; - } - - > .sheet-shaped-row { - padding-top: 8px; - } - - input[type=number] { - background-color: transparent; - border-radius: 7px; - padding: 1px; - } -} - -.sheet-temp-heart { - height: 55px; - margin-top: 10px; - width: 64px; - &::after { - font-size: 72px; - top: 16px; - } - - > .sheet-shaped-row { - padding-top: 10px; - } - .sheet-wrap-box-title { - margin-top: 2px; - } -} - -.sheet-checkbox-wrap, -[class^='sheet-checkbox-label'] { - cursor: pointer; - font-size: 100%; - font-weight: normal; - margin-bottom: 0; - padding-right: 0; - white-space: nowrap; -} - -.sheet-white-space-no-wrap { - white-space: nowrap; -} - -.sheet-small-checkbox { - transform: scale(.8); -} - -.sheet-checkbox-label-sm { - font-size: 9px; - - & input[type=checkbox] { - height: 10px; - margin-top: -1px; - transform: scale(.6); - } -} - -.sheet-checkbox-label-md { - font-size: 85%; - - & input[type=checkbox] { - margin-top: -1px; - transform: scale(.7); - } -} - -.sheet-checkbox-label { - display: inline-block; - [type='checkbox'] { - display: none; - + span { - display: inline-block; - font-weight: bold; - padding: 1px; - text-align: center; - } - } -} - -.sheet-proficiency-bonus, -.sheet-inspiration, -.sheet-exhaustion { - margin-left: 3px; - - .sheet-wrap-box-title { - margin-bottom: 3px; - } -} - -.sheet-big-font { - font-size: 15px; -} - -.sheet-inspiration .sheet-checkbox-label span, -.sheet-proficiency-bonus-wrapper, -.sheet-exhaustion-wrapper { - border: 1px solid $black; - border-radius: 50%; - height: 29px; - left: -6px; - position: absolute; - top: -3px; - width: 30px !important; -} - -.sheet-proficiency-bonus-wrapper, -.sheet-exhaustion-wrapper { - background-color: $white; - border-radius: 50%; - padding: 3px; - input { - border-radius: 50%; - height: 100%; - } -} - -.sheet-proficiency-bonus { - .sheet-wrap-box-title { - margin-left: 22px; - } -} - -.sheet-inspiration, -.sheet-exhaustion { - .sheet-wrap-box-title { - margin-left: 24px; - } -} - -.sheet-coin { - margin-left: -6px; -} - -.sheet-coin-value-wrap { - height: 24px; - left: -2px; - position: relative; -} - -.sheet-inspiration .sheet-checkbox-label span { - border-radius: $border-radius; -} - -.sheet-inspiration { - .sheet-checkbox-label { - [type='checkbox'] { - + span { - background-color: $white; - } - &:checked { - + span { - background-image: url('http://i.imgur.com/m5WFImZ.png'); - background-position: center center; - background-repeat: no-repeat; - } - } - } - } - .sheet-small-input { - font-size: 10px; - padding: 0; - } -} - -.sheet-hit-dice-container { - min-height: 2.7em; -} - -.sheet-death-success, -.sheet-death-fail { - .sheet-checkbox-label { - height: $death-saving-throw-circle-size; - margin: 0 2px; - position: relative; - width: $death-saving-throw-circle-size; - z-index: 5; - - [type='checkbox'] { - + span { - background-color: $white; - border: 1px solid $black; - border-radius: 50%; - height: $death-saving-throw-circle-size; - width: $death-saving-throw-circle-size; - } - } - } - [type='radio'] { - margin: 1px 0; - opacity: 0; - position: relative; - z-index: 99; - - &, - & + span { - height: $death-saving-throw-circle-size; - width: $death-saving-throw-circle-size; - } - - + span { - border: 1px solid $black; - border-radius: 50%; - display: inline-block; - margin-left: -$death-saving-throw-circle-size; - position: relative; - vertical-align: middle; - z-index: 5; - } - - &:first-of-type { - &, - + span { - left: -12px; - position: absolute; - top: 1px; - } - + span { - background-color: $white; - border: 0; - color: $important-red; - font-size: 15px; - margin-left: 0; - } - &:checked { - + span { - opacity: 0; - } - } - } - &:checked { - ~ input[type='radio'] + span { - background-color: $white; - } - } - } -} - -.sheet-death-success { - [type='radio'] { - + span { - background-color: $light-green; - } - } -} - -.sheet-death-fail { - [type='radio'] { - + span { - background-color: $light-red; - } - } -} - -.sheet-death-saving-throw-hr { - top: 2px; - width: 100%; -} - -.sheet-rolltemplate-5e-shaped { - margin-left: -42px; - - .withoutavatars & { - margin-left: -11px; - } - - .sheet-no-border { - border-bottom: 0 !important; - } - - a[href^='~'] { - background-color: transparent; - border: 0; - color: $pink; - display: inline; - padding: 0; - } - - .sheet-unprepared { - a[href^='~'] { - color: $grayer-gray; - } - } - - .sheet-rt-card { - background-color: $white; - border: 1px solid $black; - border-radius: $border-radius; - box-sizing: border-box; - font-size: 12px; - overflow: hidden; - position: relative; - } - - .sheet-advantage-circle { - border: 1px solid $black; - border-radius: 50%; - height: $death-saving-throw-circle-size; - position: absolute; - right: 1px; - top: 1px; - width: $death-saving-throw-circle-size; - z-index: 5; - &.sheet-advantage { - background-color: $advantage-green; - } - &.sheet-disadvantage { - background-color: $important-red; - } - } - - .inlinerollresult { - background: transparent; - border: 2px solid transparent; - border-radius: $border-radius; - font-size: 1.05em; - line-height: 1.3em; - padding: 0 3px; - } - - .sheet-outer-padding { - padding-left: .5em; - padding-right: .5em; - } - - .sheet-rt-title-wrap { - padding: 0 3px; - margin-right: $death-saving-throw-circle-size + 2px; - } - .sheet-rt-title { - color: $deep-red; - font-family: 'Times New Roman', Times, serif;; - font-size: 2em; - font-variant: small-caps; - font-weight: bold; - } - .sheet-rt-character-name { - font-size: 1.2em; - font-variant: small-caps; - } - - .sheet-rt-subheader { - margin-bottom: 5px; - padding: 0 3px; - div { - line-height: 1.4em; - } - } - - .sheet-rt-content { - & > div { - padding: 2px 3px; - &:not(:last-of-type) { - @include faded-border-bottom; - border-bottom: 1px solid $black; - border-top: 0; - } - } - } - - .sheet-shaped-row { - padding: 2px 3px; - } - - .sheet-rt-emote { - border: 1px dashed $attack-header; - border-radius: $border-radius; - font-family: Arial; - font-size: 11px; - font-style: italic; - margin: 0 3px 2px; - padding: 0 4px; - } - - .sheet-output { - font-size: 1.7em; - } - .sheet-output-small { - font-size: 1.5em; - } - .sheet-output-small-label { - color: $small-label-gray; - font-style: italic; - } - .sheet-height-one-em { - min-height: 1em; - } -} - -div[class='repcontainer editmode'] ~ div[class^='repcontrol'] button[class='btn repcontrol_add'] { - display: inline-block !important; - visibility: hidden; -} - -input[class^='sheet-toggle-'], -span[class^='sheet-toggle-'] { - vertical-align: top; -} - -.sheet-vert-middle { - vertical-align: middle; -} - -input[class^='sheet-toggle-'] { - cursor: pointer; - opacity: 0; - position: relative; - z-index: 200; - - &:active + span[class^='sheet-toggle-'].sheet-button { - box-shadow: 0 4px 8px 0 $mostly-transparent-black; - } -} - -span[class^='sheet-toggle-'] { - background-color: $gray; - border-radius: $border-radius; - color: $mostly-transparent-white; - cursor: pointer; - display: inline-block; - font-size: 10px; - overflow: hidden; - padding: 1px; - position: relative; - text-align: center; -} - -@include tab-toggle('page-core', 32px, 'padding'); -@include tab-toggle('page-spells', 39px, 'padding'); -@include tab-toggle('page-character', 65px, 'padding'); -@include tab-toggle('page-equipment', 65px, 'padding'); -@include tab-toggle('page-settings', 15px, 'padding'); -@include tab-toggle('page-all', 20px, 'padding'); - -@include tab-toggle('icon-attack-settings', 13px, 'padding'); -@include tab-toggle('edit-mode', 19px, 'padding'); - -@include tab-toggle('pseudo-button', 100px, 'padding'); - -@include tab-toggle('roll-normal', 34px, 'padding'); -@include tab-toggle('roll-advantage', 53px, 'padding'); -@include tab-toggle('roll-disadvantage', 66px, 'padding'); -@include tab-toggle('roll-two', 28px, 'padding'); - -@include tab-toggle('spells-filter-content', 39px, 'padding'); -@include tab-toggle('spells-filter-condense', 50px, 'padding'); -@include tab-toggle('spells-filter-prepared', 43px, 'padding'); -@include tab-toggle('spells-prepared', 43px, 'padding'); -@include tab-toggle('spells-filter-ritual', 26px, 'padding'); -@include tab-toggle('spells-ritual', 26px, 'padding'); -@include tab-toggle('spells-filter-concentration', 65px, 'padding'); -@include tab-toggle('spells-concentration', 65px, 'padding'); -@include tab-toggle('spells-filter-verbal', 9px, 'padding'); -@include tab-toggle('spells-filter-somatic', 9px, 'padding'); -@include tab-toggle('spells-filter-material', 10px, 'padding'); -@include tab-toggle('spell-vsm-v', 9px, 'padding'); -@include tab-toggle('spell-vsm-s', 9px, 'padding'); -@include tab-toggle('spell-vsm-m', 10px, 'padding'); -@include tab-toggle('spell-filters', 29px, 'padding'); -@include tab-toggle('spells-filter-level-cantrips', 39px, 'padding'); -@include tab-toggle('spells-filter-level-all', 13px, 'padding'); -@include tab-toggle('spells-filter-level-1', 7px, 'padding'); -@include tab-toggle('spells-filter-level-2', 7px, 'padding'); -@include tab-toggle('spells-filter-level-3', 7px, 'padding'); -@include tab-toggle('spells-filter-level-4', 7px, 'padding'); -@include tab-toggle('spells-filter-level-5', 7px, 'padding'); -@include tab-toggle('spells-filter-level-6', 7px, 'padding'); -@include tab-toggle('spells-filter-level-7', 7px, 'padding'); -@include tab-toggle('spells-filter-level-8', 7px, 'padding'); -@include tab-toggle('spells-filter-level-9', 7px, 'padding'); -@include tab-toggle('spells-filter-casting-time-all', 13px, 'padding'); -@include tab-toggle('spells-filter-casting-time-reaction', 39px, 'padding'); -@include tab-toggle('spells-filter-casting-time-bonus', 31px, 'padding'); -@include tab-toggle('spells-filter-casting-time-action', 30px, 'padding'); -@include tab-toggle('description', 53px, 'padding'); -@include tab-toggle('saving-throw', 26px, 'padding'); -@include tab-toggle('heal', 23px, 'padding'); -@include tab-toggle('effects', 34px, 'padding'); -@include tab-toggle('spell-source', 35px, 'padding'); -@include tab-toggle('spell-from', 25px, 'padding'); -@include tab-toggle('recharge', 47px, 'padding'); -@include tab-toggle('spell-slots', 49px, 'padding'); -@include tab-toggle('spell-points', 56px, 'padding'); -@include tab-toggle('spell-slots-all', 13px, 'padding'); - -span.sheet-toggle-spells-filter-level-cantrips, -span.sheet-toggle-spells-filter-casting-time-reaction { - border-bottom-right-radius: 0; - border-top-right-radius: 0; -} - -span.sheet-toggle-spells-filter-level-1, -span.sheet-toggle-spells-filter-level-2, -span.sheet-toggle-spells-filter-level-3, -span.sheet-toggle-spells-filter-level-4, -span.sheet-toggle-spells-filter-level-5, -span.sheet-toggle-spells-filter-level-6, -span.sheet-toggle-spells-filter-level-7, -span.sheet-toggle-spells-filter-level-8, -span.sheet-toggle-spells-filter-level-9, -span.sheet-toggle-spells-filter-casting-time-bonus, -span.sheet-toggle-spells-filter-casting-time-action { - border-radius: 0; -} - -span.sheet-toggle-spells-filter-level-all, -span.sheet-toggle-spells-filter-casting-time-all { - border-bottom-left-radius: 0; - border-top-left-radius: 0; -} - -@include tab-toggle('jack-of-all-trades', 78px, 'padding'); -@include tab-toggle('remarkable-athlete', 93px, 'padding'); -@include tab-toggle('query', 30px, 'padding'); -@include tab-toggle('halfling-luck', 61px, 'padding'); - -[class^='sheet-section-'] { - display: none; -} - -input.sheet-slide-input-pc:checked ~ div.sheet-section-core, -input.sheet-slide-input-pc:not(:checked) ~ div.sheet-section-npc { - display: none !important; -} - -input.sheet-slide-input-pc:not(:checked) ~ input.sheet-toggle-page-core:checked ~ div.sheet-section-core, -input.sheet-slide-input-pc:checked ~ input.sheet-toggle-page-core:checked ~ div.sheet-section-npc, -input.sheet-toggle-page-spells:checked ~ div.sheet-section-spells, -input.sheet-toggle-page-character:checked ~ div.sheet-section-character, -input.sheet-toggle-page-equipment:checked ~ div.sheet-section-equipment, -input.sheet-toggle-page-settings:checked ~ div.sheet-section-settings, -input.sheet-slide-input-pc:checked ~ input.sheet-toggle-page-all:checked ~ div[class^='sheet-section-']:not(.sheet-pc), -input.sheet-slide-input-pc:not(:checked) ~ input.sheet-toggle-page-all:checked ~ div[class^='sheet-section-']:not(.sheet-npc) { - display: block; -} - -input.sheet-toggle-page-all:checked ~ div[class^='sheet-section-'] { - &:not(:last-of-type) { - border-bottom: 10px solid $black; - margin-bottom: 5px; - padding-bottom: 5px; - } -} - -input[class^='sheet-toggle-page-'], -span[class^='sheet-toggle-page-'] { - height: 16px; -} - -span[class^='sheet-toggle-page-'] { - font-size: 12px; - font-weight: bold; - padding: 2px; -} - -input[class^='sheet-toggle-page-']:checked + span[class^='sheet-toggle-page-'] { - background-color: $deep-blue !important; -} - -.sheet-spell .sheet-wrap-box { - background-color: $off-white; - box-shadow: 0 0 5px $small-label-gray; -} - -input[readonly] { - background-color: inherit; - cursor: inherit; -} - -$toggle-height: 12px; - -input[class^='sheet-slide-input-'] { - cursor: pointer; - display: inline-block; - margin: 0; - opacity: 0; - position: relative; - vertical-align: top; - z-index: 5; -} - -label[class^='sheet-slide-toggle-'] { - @include no-highlight; - $brick-color: $white; - background-color: $brick-color; - border: 1px solid darken($brick-color, 15); - border-bottom-color: darken($brick-color, 10); - border-radius: 2px; - box-shadow: inset 0 .1em .03em $mostly-transparent-black, - inset 0 .1em .3em $mostly-transparent-black, - 0 0 2em rgba($brick-color, .6); - box-sizing: border-box; - display: inline-block; - font-size: 10px; - font-weight: normal; - margin-bottom: 0; - padding: 0; - perspective: 300px; - position: relative; - text-align: left; - vertical-align: top; - - .sheet-slide-cover { - background-color: $off-white; - box-shadow: .1em 0 .2em $mostly-transparent-black; - color: $white; - display: inline-block; - margin-right: -1px; - margin-top: -1px; - position: absolute; - right: 0; - text-align: center; - top: 0; - transition: all $duration ease-in-out; - transition-duration: $duration / 1.5; - transition-timing-function: cubic-bezier(.52, -.41, .55, 1.46); - } - span[class^='sheet-slide-toggle-'] { - display: inline-block; - text-align: center; - transition: all $duration ease-in-out; - } -} - -@include slide-toggle('pc', 40px, $toggle-height, $deep-green, $deep-red, false, false); - -input.sheet-toggle-hidden-info:checked ~ div.sheet-toggle-hidden-info { - display: block; -} - -input.sheet-toggle-icon-settings:not(:checked) ~ div.sheet-details, -input.sheet-toggle-icon-settings:not(:checked) ~ div .sheet-details, -input.sheet-toggle-edit-mode:not(:checked) ~ div .sheet-edit, -input.sheet-toggle-edit-mode:checked ~ div .sheet-presentation, -input.sheet-toggle-hd-d2:not(:checked) ~ div.sheet-toggle-hd-d2, -input.sheet-toggle-hd-d4:not(:checked) ~ div.sheet-toggle-hd-d4, -input.sheet-toggle-hd-d6:not(:checked) ~ div.sheet-toggle-hd-d6, -input.sheet-toggle-hd-d8:not(:checked) ~ div.sheet-toggle-hd-d8, -input.sheet-toggle-hd-d10:not(:checked) ~ div.sheet-toggle-hd-d10, -input.sheet-toggle-hd-d12:not(:checked) ~ div.sheet-toggle-hd-d12, -input.sheet-toggle-hd-d20:not(:checked) ~ div.sheet-toggle-hd-d20, -input.sheet-toggle-spell-slots:not(:checked) ~ .sheet-spell-slots, -input.sheet-toggle-spell-points:not(:checked) ~ .sheet-spell-points, -input.sheet-toggle-spell-filters:not(:checked) ~ [class^=sheet-toggle-spells-filter], -input.sheet-toggle-spell-level-0:not(:checked) ~ div .sheet-toggle-spells-filter-level-cantrips, -input.sheet-toggle-spell-level-1:not(:checked) ~ div .sheet-toggle-spells-filter-level-1, -input.sheet-toggle-spell-level-2:not(:checked) ~ div .sheet-toggle-spells-filter-level-2, -input.sheet-toggle-spell-level-3:not(:checked) ~ div .sheet-toggle-spells-filter-level-3, -input.sheet-toggle-spell-level-4:not(:checked) ~ div .sheet-toggle-spells-filter-level-4, -input.sheet-toggle-spell-level-5:not(:checked) ~ div .sheet-toggle-spells-filter-level-5, -input.sheet-toggle-spell-level-6:not(:checked) ~ div .sheet-toggle-spells-filter-level-6, -input.sheet-toggle-spell-level-7:not(:checked) ~ div .sheet-toggle-spells-filter-level-7, -input.sheet-toggle-spell-level-8:not(:checked) ~ div .sheet-toggle-spells-filter-level-8, -input.sheet-toggle-spell-level-9:not(:checked) ~ div .sheet-toggle-spells-filter-level-9, -input.sheet-toggle-spell-level-0:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-0, -input.sheet-toggle-spell-level-1:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-1, -input.sheet-toggle-spell-level-2:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-2, -input.sheet-toggle-spell-level-3:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-3, -input.sheet-toggle-spell-level-4:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-4, -input.sheet-toggle-spell-level-5:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-5, -input.sheet-toggle-spell-level-6:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-6, -input.sheet-toggle-spell-level-7:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-7, -input.sheet-toggle-spell-level-8:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-8, -input.sheet-toggle-spell-level-9:not(:checked) ~ div input.sheet-toggle-spell-slots-all:not(:checked) ~ div .sheet-spell-level-9, -input.sheet-show-concentration:not(:checked) ~ .sheet-show-concentration, -input.sheet-toggle-spells-ritual:not([value='Yes']) ~ div .sheet-show-ritual, -input.sheet-show-materials:not(:checked) ~ .sheet-show-materials, -input.sheet-toggle-custom-class:not(:checked) ~ .sheet-custom-class, -input.sheet-attack-toggle:not(:checked) ~ div.sheet-attack-toggle, -input.sheet-show-uses:not(:checked) ~ .sheet-show-uses, -input.sheet-toggle-use-custom-saving-throws[value='1'] ~ div .sheet-default-saving-throw, -input.sheet-toggle-use-custom-saving-throws:not([value='1']) ~ div .sheet-custom-saving-throw, -input.sheet-has-sorcerer-levels:not([value='1']) ~ div .sheet-has-sorcerer-levels { - display: none; -} - -input.sheet-toggle-spell-filters:checked { - & ~ input.sheet-toggle-spells-filter-content:not(:checked) ~ .repcontainer .sheet-content, - & ~ input.sheet-toggle-spells-filter-condense:checked ~ .repcontainer .sheet-condense, - & ~ input.sheet-toggle-spells-filter-prepared:checked ~ .repcontainer input.sheet-toggle-spells-prepared:not(:checked) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-ritual:checked ~ .repcontainer input.sheet-toggle-spells-ritual:not([value='Yes']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='0'] ~ .repcontainer input.sheet-toggle-spell-level:not([value='CANTRIP']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='1'] ~ .repcontainer input.sheet-toggle-spell-level:not([value='1ST_LEVEL']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='2']~ .repcontainer input.sheet-toggle-spell-level:not([value='2ND_LEVEL']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='3'] ~ .repcontainer input.sheet-toggle-spell-level:not([value='3RD_LEVEL']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='4'] ~ .repcontainer input.sheet-toggle-spell-level:not([value='4TH_LEVEL']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='5'] ~ .repcontainer input.sheet-toggle-spell-level:not([value='5TH_LEVEL']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='6'] ~ .repcontainer input.sheet-toggle-spell-level:not([value='6TH_LEVEL']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='7'] ~ .repcontainer input.sheet-toggle-spell-level:not([value='7TH_LEVEL']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='8'] ~ .repcontainer input.sheet-toggle-spell-level:not([value='8TH_LEVEL']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-level[value='9'] ~ .repcontainer input.sheet-toggle-spell-level:not([value='9TH_LEVEL']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-casting-time-reaction:checked ~ .repcontainer input.sheet-toggle-casting-time:not([value='1_REACTION']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-casting-time-bonus:checked ~ .repcontainer input.sheet-toggle-casting-time:not([value='1_BONUS_ACTION']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-casting-time-action:checked ~ .repcontainer input.sheet-toggle-casting-time:not([value='1_ACTION']) ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-concentration:not(:checked) ~ .repcontainer input.sheet-toggle-spells-concentration[value='Yes'] ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-verbal:not(:checked) ~ .repcontainer input.sheet-toggle-components[value~='V'] ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-somatic:not(:checked) ~ .repcontainer input.sheet-toggle-components[value~='S'] ~ .sheet-spell, - & ~ input.sheet-toggle-spells-filter-material:not(:checked) ~ .repcontainer input.sheet-toggle-components[value~='M'] ~ .sheet-spell { - display: none; - } -} - -@each $class in $classes { - input.sheet-has-#{$class}-levels:not([value='1']) ~ div .sheet-has-#{$class}-levels { - display: none; - } -} - -.sheet-spells-filter { - display: inline-block; - font-size: 11px; -} - -input[class^='sheet-toggle-spells-filter'], -span[class^='sheet-toggle-spells-filter'] { - height: 12px; -} - -.sheet-spell { - input, - select, - textarea { - background-color: transparent; - } -} - -.sheet-no-overflow { - overflow: hidden; - text-overflow: ellipsis; - white-space: nowrap; -} - -.sheet-action-name, -.sheet-spell-name, -.sheet-creature-name { - border: 0; - font-family: 'Times New Roman', Times, serif;; - font-size: 1.7em; - font-variant: small-caps; - font-weight: bold; - line-height: 1.1em; - padding: 0 !important; -} - -.sheet-spell-name, -.sheet-creature-name { - color: $deep-red; -} - -input[class^='sheet-toggle']:checked + span[class^='sheet-toggle'] { - background-color: $deep-green; -} - -input[class^='sheet-toggle-icon']:checked + span[class^='sheet-toggle-icon'], -input[class^='sheet-toggle-edit-mode']:checked + span[class^='sheet-toggle-edit-mode'] { - @include text-shadow; - background-color: transparent; - color: $pencil-color; -} - -input[class^='sheet-toggle-spells']:checked + span[class^='sheet-toggle-spells'] { - background-color: $deep-red; -} - -span[class^='sheet-toggle-spells-filter'] { - font-size: 10px; -} - -.sheet-zebra, -.sheet-rolltemplate-5e-shaped .sheet-zebra { - background-color: $teal; -} - -.sheet-zebra-rows, -.sheet-spell-slots, -.sheet-spell-points { - .sheet-shaped-row:nth-child(even) { - background-color: $teal; - } -} - -.sheet-spell-slots { - input { - background: transparent; - } -} - -$toggle-icon-width: 15px; -.sheet-toggle-icon-settings { - height: 16px; - position: absolute !important; - right: 0; - top: 0; - width: $toggle-icon-width; -} - -input.sheet-toggle-icon-settings { - height: 16px; -} - -.sheet-toggle-spells-prepared { - position: absolute !important; - right: $toggle-icon-width + 2; - top: 2px; -} - -span.sheet-toggle-icon-settings, -span.sheet-toggle-edit-mode { - @include text-shadow; - background-color: transparent; - color: $grayer-gray; - margin-top: 0; -} - -span.sheet-toggle-icon-settings { - font-size: 14px; - height: 16px; -} - -span.sheet-toggle-edit-mode { - font-size: 22px; -} - -input.sheet-toggle-edit-mode, -span.sheet-toggle-edit-mode { - height: 24px; - &.sheet-negative-mar-t-eight { - margin-top: -8px; - } -} - -input.sheet-toggle-edit-mode:checked ~ div { - input, - select, - textarea { - &:not([readonly]) { - background-color: $transparent-yellow; - } - } -} - -input.sheet-toggle-edit-mode:not(:checked) ~ div { - .repcontrol, - .sheet-item-to-toggle, - .sheet-item-to-show { - display: none; - } -} - -.sheet-item-toggle[value='1'] { - & + .sheet-item-to-toggle { - display: block !important; - } - & ~ .sheet-trait { - .sheet-heading:first-child { - margin-left: 17%; - } - } -} - -.sheet-item-shown:checked { - & + .sheet-item-to-show { - display: block !important; - } - & ~ div { - .sheet-item-to-show { - display: block !important; - } - } -} - -.sheet-no-background { - background-color: transparent !important; -} - -.sheet-small-label, -.sheet-rolltemplate-5e-shaped .sheet-small-label { - font-size: 11px; - input { - font-size: 11px; - } -} - -.sheet-small-label { - select { - appearance: none; - } -} - -[class*='sheet-pictos'] { - font-size: 14px; -} - -.sheet-pictos { - font-family: 'Pictos'; -} - -.sheet-border-right, -.sheet-rolltemplate-5e-shaped .sheet-border-right { - border-right: 1px solid $black; -} - -.sheet-border-left, -.sheet-rolltemplate-5e-shaped .sheet-border-left { - border-left: 1px solid $black; -} - -hr { - background-image: linear-gradient(to right, $transparent, $transparent-black, $transparent); - border: 0; - height: 1px; - margin: 5px 0; -} - -span.sheet-spacer { - display: block; - margin-top: 5px; -} - -.sheet-spacer-smd { - margin-top: 4px; -} - -.sheet-left { - text-align: left !important; -} - -.sheet-center, -.sheet-rolltemplate-5e-shaped .sheet-center { - text-align: center; -} - -.sheet-right, -.sheet-rolltemplate-5e-shaped .sheet-right { - text-align: right; -} - -textarea { - height: 150px; - resize: both; -} - -.sheet-background-text, -.sheet-trait { - display: block; - overflow-x: hidden; - overflow-y: auto; -} -.sheet-background-text { - line-height: 1.1; - max-height: 4.2em; - min-height: 1.1em; -} -.sheet-trait { - max-height: 5.5em; - span { - line-height: 1.1; - } -} - -.sheet-personality-traits { - border-bottom-left-radius: 0; - border-bottom-right-radius: 0; -} - -.sheet-ideals, -.sheet-bonds { - border-radius: 0; -} - -.sheet-flaws { - border-top-left-radius: 0; - border-top-right-radius: 0; -} - -.sheet-xs-textarea, -.sheet-one-line-textarea { - height: 1.417em; -} - -.sheet-two-line-textarea { - height: 2.15em; -} - -.sheet-three-line-textarea { - height: 3.2em; -} - -.sheet-four-line-textarea { - height: 4em; -} - -.sheet-five-line-textarea { - height: 5.2em; -} - -.sheet-six-line-textarea { - height: 6.2em; -} - -.sheet-eight-line-textarea { - height: 8.3em; -} - -.sheet-important-text, -.sheet-rolltemplate-5e-shaped .sheet-important-text { - color: $important-red; -} - -.sheet-shaped-row, -.sheet-rolltemplate-5e-shaped .sheet-shaped-row, -.sheet-section-spells .repcontainer, -.sheet-section-npc .sheet-skills .repcontainer, -.sheet-ammo .repcontainer { - display: flex; - flex-direction: row; - flex-wrap: wrap; - &.sheet-center { - justify-content: center; - } - &.sheet-space-around { - justify-content: space-around; - } - &.sheet-space-between { - justify-content: space-between; - } - &.sheet-justify-flex-end { - justify-content: flex-end; - } - &.sheet-vert-top { - align-items: flex-start; - } - &.sheet-vert-center { - align-items: center; - } - &.sheet-flex-end { - align-items: flex-end; - } - &.sheet-no-wrap { - flex-wrap: nowrap; - } -} - -.sheet-section-spells { - .repitem { - &:nth-child(even) { - padding-left: 3px; - } - &:nth-child(odd) { - padding-right: 3px; - } - @include faded-border-bottom; - border-bottom: 0; - border-top: 1px solid $black; - padding-bottom: 5px; - padding-top: 5px; - width: 50%; - - &:first-child, - &:nth-child(2) { - border-image: none; - border-top: 0; - padding-top: 0; - } - - &:last-child, - &:nth-last-child(2) { - padding-bottom: 0; - } - } - .repcontrol { - margin-top: 5px; - } -} - -.sheet-ammo .repitem { - .sheet-section-core & { - width: 25%; - } - .sheet-section-equipment & { - width: 20%; - } - padding-left: 2px; - padding-right: 2px; -} - -.sheet-section-spells .sheet-wrap-box textarea { - font-size: 11px; -} - -.sheet-col-1-3 { - width: 33.33333%; -} - -.sheet-col-2-3 { - width: 66.66667%; -} - -.sheet-col-1-6 { - width: 16.66667%; -} - -.sheet-col-1-8 { - width: 12.5%; -} - -.sheet-col-1-12 { - width: 8.33333%; -} - -.sheet-col-1-3-em { - width: 1.3em; -} - -.sheet-col-2-em { - width: 2em; -} - -.sheet-col-6-em { - width: 6em; -} - -@for $i from 01 through 100 { - $width-name: $i; - @if $i < 10 { - $width-name: 0 + '' + $i; - } - .sheet-col-#{$width-name}, - .sheet-rolltemplate-5e-shaped .sheet-col-#{$width-name} { - width: round(percentage($i/100)); - } -} - -.sheet-offset-20 { - margin-left: 20%; -} - -.sheet-gm-info-flex, -.sheet-rolltemplate-5e-shaped .sheet-gm-info-flex, -.sheet-gm-info-block, -.sheet-rolltemplate-5e-shaped .sheet-gm-info-block, -.sheet-gm-info-inline-block, -.sheet-rolltemplate-5e-shaped .sheet-gm-info-inline-block { - background-color: $light-yellow !important; - display: none; -} - -.sheet-section-npc { - input, - textarea, - select { - background: transparent; - color: inherit; - padding-bottom: 0; - padding-top: 0; - } - - select { - height: 1.1em; - } - - .btn { - &[type=roll] { - font-family: 'Noto Sans', 'Myriad Pro', Calibri, Helvetica, Arial, sans-serif; - font-size: 14px; - } - } - - .sheet-bar { - background: $orange-alt repeating-linear-gradient(15deg, $orange-alt, $orange 5px, $orange 5px, $orange-alt 10px); - border: 1px solid $brown; - height: 5px; - position: relative; - z-index: 1; - } - - .sheet-npc-content-wrap { - background: url('http://i.imgur.com/hggz0ed.jpg') repeat; - border: 1px $off-white solid; - box-shadow: 0 0 1.5em $tan; - font-family: 'Noto Sans', 'Myriad Pro', Calibri, Helvetica, Arial, sans-serif; - font-size: 14px; - margin-left: 2px; - margin-right: 2px; - padding: .6em .3em; - position: relative; - z-index: 0; - } - - .sheet-parenthesis-wrapper { - &::before, - &::after { - color: $dark-red; - font-size: 13px; - top: 1px; - } - } - - .sheet-creature-name { - color: $dark-red; - font-family: 'Lora', 'Calisto MT', 'Bookman Old Style', Bookman, 'Goudy Old Style', Garamond, 'Hoefler Text', 'Bitstream Charter', Georgia, serif; - font-size: 25px; - font-variant: small-caps; - font-weight: 700; - letter-spacing: 2px; - margin-bottom: -2px; - margin-top: -6px; - } - - h3 { - border-bottom: 1px solid $dark-red; - color: $dark-red; - font-size: 20px; - font-variant: small-caps; - font-weight: normal; - line-height: 110%; - margin: 0; - } - - .sheet-heading { - font-weight: bold; - } - - .sheet-top-stats { - color: $dark-red; - - input, - textarea, - button { - color: $dark-red; - } - } - - .sheet-divider { - border-bottom: 3px solid transparent; - border-left: 400px solid $light-red; - border-top: 3px solid transparent; - margin: 5px 0; - } - - .sheet-skills { - .repitem { - &:last-child { - .sheet-comma { - display: none; - } - } - } - } -} diff --git a/5eShaped/precompiled/components/actionComponents/ammo.html b/5eShaped/precompiled/components/actionComponents/ammo.html deleted file mode 100644 index b3811af727..0000000000 --- a/5eShaped/precompiled/components/actionComponents/ammo.html +++ /dev/null @@ -1,13 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/actionComponents/attack.html b/5eShaped/precompiled/components/actionComponents/attack.html deleted file mode 100644 index 13c0974037..0000000000 --- a/5eShaped/precompiled/components/actionComponents/attack.html +++ /dev/null @@ -1,29 +0,0 @@ - -
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diff --git a/5eShaped/precompiled/components/actionComponents/attackSpell.html b/5eShaped/precompiled/components/actionComponents/attackSpell.html deleted file mode 100644 index d15f93ff89..0000000000 --- a/5eShaped/precompiled/components/actionComponents/attackSpell.html +++ /dev/null @@ -1,29 +0,0 @@ - -
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diff --git a/5eShaped/precompiled/components/actionComponents/content.html b/5eShaped/precompiled/components/actionComponents/content.html deleted file mode 100644 index 68a9a499f8..0000000000 --- a/5eShaped/precompiled/components/actionComponents/content.html +++ /dev/null @@ -1,8 +0,0 @@ -
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- diff --git a/5eShaped/precompiled/components/actionComponents/damage.html b/5eShaped/precompiled/components/actionComponents/damage.html deleted file mode 100644 index 7bbddd4f11..0000000000 --- a/5eShaped/precompiled/components/actionComponents/damage.html +++ /dev/null @@ -1,43 +0,0 @@ - - - -
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diff --git a/5eShaped/precompiled/components/actionComponents/damageSecondary.html b/5eShaped/precompiled/components/actionComponents/damageSecondary.html deleted file mode 100644 index cb6151594f..0000000000 --- a/5eShaped/precompiled/components/actionComponents/damageSecondary.html +++ /dev/null @@ -1,43 +0,0 @@ - - - -
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diff --git a/5eShaped/precompiled/components/actionComponents/damageSpell.html b/5eShaped/precompiled/components/actionComponents/damageSpell.html deleted file mode 100644 index bcc789bbe6..0000000000 --- a/5eShaped/precompiled/components/actionComponents/damageSpell.html +++ /dev/null @@ -1,43 +0,0 @@ - - - -
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diff --git a/5eShaped/precompiled/components/actionComponents/extras.html b/5eShaped/precompiled/components/actionComponents/extras.html deleted file mode 100644 index 5655e47f3a..0000000000 --- a/5eShaped/precompiled/components/actionComponents/extras.html +++ /dev/null @@ -1,17 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/actionComponents/heal.html b/5eShaped/precompiled/components/actionComponents/heal.html deleted file mode 100644 index 57494152b4..0000000000 --- a/5eShaped/precompiled/components/actionComponents/heal.html +++ /dev/null @@ -1,28 +0,0 @@ - -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/actionComponents/higherLevel.html b/5eShaped/precompiled/components/actionComponents/higherLevel.html deleted file mode 100644 index 5e8d780f7e..0000000000 --- a/5eShaped/precompiled/components/actionComponents/higherLevel.html +++ /dev/null @@ -1,43 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/actionComponents/range.html b/5eShaped/precompiled/components/actionComponents/range.html deleted file mode 100644 index bf2f6f1271..0000000000 --- a/5eShaped/precompiled/components/actionComponents/range.html +++ /dev/null @@ -1,4 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/actionComponents/reach.html b/5eShaped/precompiled/components/actionComponents/reach.html deleted file mode 100644 index 864dc3694c..0000000000 --- a/5eShaped/precompiled/components/actionComponents/reach.html +++ /dev/null @@ -1,4 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/actionComponents/recharge.html b/5eShaped/precompiled/components/actionComponents/recharge.html deleted file mode 100644 index 3508ef9b0d..0000000000 --- a/5eShaped/precompiled/components/actionComponents/recharge.html +++ /dev/null @@ -1,4 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/actionComponents/savingThrow.html b/5eShaped/precompiled/components/actionComponents/savingThrow.html deleted file mode 100644 index fae390ca78..0000000000 --- a/5eShaped/precompiled/components/actionComponents/savingThrow.html +++ /dev/null @@ -1,49 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/actionComponents/specialEffects.html b/5eShaped/precompiled/components/actionComponents/specialEffects.html deleted file mode 100644 index cab2b8c5de..0000000000 --- a/5eShaped/precompiled/components/actionComponents/specialEffects.html +++ /dev/null @@ -1,28 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/actionComponents/type.html b/5eShaped/precompiled/components/actionComponents/type.html deleted file mode 100644 index 2301cc0f6b..0000000000 --- a/5eShaped/precompiled/components/actionComponents/type.html +++ /dev/null @@ -1,8 +0,0 @@ -
- -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/character/appearance.html b/5eShaped/precompiled/components/character/appearance.html deleted file mode 100644 index f607d5190d..0000000000 --- a/5eShaped/precompiled/components/character/appearance.html +++ /dev/null @@ -1,37 +0,0 @@ -
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-
- - -
- //= include classes.html - -
- //= include defaultAbility.html -
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- //= include ../spells/spellSlots.html -
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diff --git a/5eShaped/precompiled/components/character/classes.html b/5eShaped/precompiled/components/character/classes.html deleted file mode 100644 index 791bf0ce10..0000000000 --- a/5eShaped/precompiled/components/character/classes.html +++ /dev/null @@ -1,62 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/character/defaultAbility.html b/5eShaped/precompiled/components/character/defaultAbility.html deleted file mode 100644 index af26a801fb..0000000000 --- a/5eShaped/precompiled/components/character/defaultAbility.html +++ /dev/null @@ -1,19 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/character/movement.html b/5eShaped/precompiled/components/character/movement.html deleted file mode 100644 index 24b912a970..0000000000 --- a/5eShaped/precompiled/components/character/movement.html +++ /dev/null @@ -1,24 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/abilities.html b/5eShaped/precompiled/components/core/abilities.html deleted file mode 100644 index b94053aaa1..0000000000 --- a/5eShaped/precompiled/components/core/abilities.html +++ /dev/null @@ -1,194 +0,0 @@ - - -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/armorInit.html b/5eShaped/precompiled/components/core/armorInit.html deleted file mode 100644 index e0bd2fca6d..0000000000 --- a/5eShaped/precompiled/components/core/armorInit.html +++ /dev/null @@ -1,36 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/attacks.html b/5eShaped/precompiled/components/core/attacks.html deleted file mode 100644 index 8d8cc6ee79..0000000000 --- a/5eShaped/precompiled/components/core/attacks.html +++ /dev/null @@ -1,79 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/core/background.html b/5eShaped/precompiled/components/core/background.html deleted file mode 100644 index 7c02fdb6c9..0000000000 --- a/5eShaped/precompiled/components/core/background.html +++ /dev/null @@ -1,28 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/core.html b/5eShaped/precompiled/components/core/core.html deleted file mode 100644 index 7f16c75899..0000000000 --- a/5eShaped/precompiled/components/core/core.html +++ /dev/null @@ -1,55 +0,0 @@ -
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- //= include abilities.html -
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- //= include inspiration.html - //= include proficiency.html - //= include savingThrows.html - //= include skills.html -
- //= include resistancesVulnerabilities.html -
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- //= include ../spells/spellSlots.html - //= include exhaustion.html - //= include rests.html -
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diff --git a/5eShaped/precompiled/components/core/deathSaves.html b/5eShaped/precompiled/components/core/deathSaves.html deleted file mode 100644 index 75a9bba088..0000000000 --- a/5eShaped/precompiled/components/core/deathSaves.html +++ /dev/null @@ -1,32 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/core/exhaustion.html b/5eShaped/precompiled/components/core/exhaustion.html deleted file mode 100644 index 884c23dbec..0000000000 --- a/5eShaped/precompiled/components/core/exhaustion.html +++ /dev/null @@ -1,51 +0,0 @@ -
-
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?
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- //= include ../hitDice/hitDice.html -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/hitPoints.html b/5eShaped/precompiled/components/core/hitPoints.html deleted file mode 100644 index 1fecac8a3a..0000000000 --- a/5eShaped/precompiled/components/core/hitPoints.html +++ /dev/null @@ -1,34 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/inspiration.html b/5eShaped/precompiled/components/core/inspiration.html deleted file mode 100644 index 925f1587f5..0000000000 --- a/5eShaped/precompiled/components/core/inspiration.html +++ /dev/null @@ -1,10 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/languages.html b/5eShaped/precompiled/components/core/languages.html deleted file mode 100644 index 19b084ab4b..0000000000 --- a/5eShaped/precompiled/components/core/languages.html +++ /dev/null @@ -1,7 +0,0 @@ -
- - -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/languagesProficiencies.html b/5eShaped/precompiled/components/core/languagesProficiencies.html deleted file mode 100644 index 59be09ece6..0000000000 --- a/5eShaped/precompiled/components/core/languagesProficiencies.html +++ /dev/null @@ -1,11 +0,0 @@ -
-
- - -
- //= include languages.html -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/proficiency.html b/5eShaped/precompiled/components/core/proficiency.html deleted file mode 100644 index e5659b5f40..0000000000 --- a/5eShaped/precompiled/components/core/proficiency.html +++ /dev/null @@ -1,12 +0,0 @@ -
- -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/resistancesVulnerabilities.html b/5eShaped/precompiled/components/core/resistancesVulnerabilities.html deleted file mode 100644 index 4615871cad..0000000000 --- a/5eShaped/precompiled/components/core/resistancesVulnerabilities.html +++ /dev/null @@ -1,32 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/rests.html b/5eShaped/precompiled/components/core/rests.html deleted file mode 100644 index 4f0ac1790a..0000000000 --- a/5eShaped/precompiled/components/core/rests.html +++ /dev/null @@ -1,22 +0,0 @@ - -
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diff --git a/5eShaped/precompiled/components/core/savingThrows.html b/5eShaped/precompiled/components/core/savingThrows.html deleted file mode 100644 index eb952a66df..0000000000 --- a/5eShaped/precompiled/components/core/savingThrows.html +++ /dev/null @@ -1,126 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/skills.html b/5eShaped/precompiled/components/core/skills.html deleted file mode 100644 index b3b24eb7d0..0000000000 --- a/5eShaped/precompiled/components/core/skills.html +++ /dev/null @@ -1,68 +0,0 @@ -
- -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/core/traits.html b/5eShaped/precompiled/components/core/traits.html deleted file mode 100644 index 44044c95c9..0000000000 --- a/5eShaped/precompiled/components/core/traits.html +++ /dev/null @@ -1,6 +0,0 @@ -
- //= include ../traits/traits.html - -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/equipment/ammo.html b/5eShaped/precompiled/components/equipment/ammo.html deleted file mode 100644 index 344f7fd386..0000000000 --- a/5eShaped/precompiled/components/equipment/ammo.html +++ /dev/null @@ -1,21 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/equipment/armor.html b/5eShaped/precompiled/components/equipment/armor.html deleted file mode 100644 index 8ba435616c..0000000000 --- a/5eShaped/precompiled/components/equipment/armor.html +++ /dev/null @@ -1,105 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/equipment/attacks.html b/5eShaped/precompiled/components/equipment/attacks.html deleted file mode 100644 index f4e8d5e50d..0000000000 --- a/5eShaped/precompiled/components/equipment/attacks.html +++ /dev/null @@ -1,56 +0,0 @@ -
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- -//= include ammo.html \ No newline at end of file diff --git a/5eShaped/precompiled/components/equipment/coins.html b/5eShaped/precompiled/components/equipment/coins.html deleted file mode 100644 index 02329d6970..0000000000 --- a/5eShaped/precompiled/components/equipment/coins.html +++ /dev/null @@ -1,60 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/equipment/equipment.html b/5eShaped/precompiled/components/equipment/equipment.html deleted file mode 100644 index 8ca13e60cf..0000000000 --- a/5eShaped/precompiled/components/equipment/equipment.html +++ /dev/null @@ -1,24 +0,0 @@ -
-
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- //= include armor.html -
-
- //= include weight.html -
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- //= include coins.html -
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- //= include equipmentItems.html -
- //= include attacks.html -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/equipment/equipmentItems.html b/5eShaped/precompiled/components/equipment/equipmentItems.html deleted file mode 100644 index 25fcf26a57..0000000000 --- a/5eShaped/precompiled/components/equipment/equipmentItems.html +++ /dev/null @@ -1,46 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/equipment/weight.html b/5eShaped/precompiled/components/equipment/weight.html deleted file mode 100644 index ad1a2962d8..0000000000 --- a/5eShaped/precompiled/components/equipment/weight.html +++ /dev/null @@ -1,78 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/header/firstLine.html b/5eShaped/precompiled/components/header/firstLine.html deleted file mode 100644 index 1e95b62390..0000000000 --- a/5eShaped/precompiled/components/header/firstLine.html +++ /dev/null @@ -1,2 +0,0 @@ - -Shaped v \ No newline at end of file diff --git a/5eShaped/precompiled/components/header/header.html b/5eShaped/precompiled/components/header/header.html deleted file mode 100644 index 7332ba6f46..0000000000 --- a/5eShaped/precompiled/components/header/header.html +++ /dev/null @@ -1,59 +0,0 @@ -
-
-
-
- Dungeons & Dragons (5th edition) -
-
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/header/nav.html b/5eShaped/precompiled/components/header/nav.html deleted file mode 100644 index 23e676ef9c..0000000000 --- a/5eShaped/precompiled/components/header/nav.html +++ /dev/null @@ -1,14 +0,0 @@ -
- - - - -y - -p - -
- - - -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/header/variables.html b/5eShaped/precompiled/components/header/variables.html deleted file mode 100644 index 3d1b0a84f4..0000000000 --- a/5eShaped/precompiled/components/header/variables.html +++ /dev/null @@ -1,19 +0,0 @@ - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/5eShaped/precompiled/components/hitDice/hitDice.html b/5eShaped/precompiled/components/hitDice/hitDice.html deleted file mode 100644 index 006d6612ae..0000000000 --- a/5eShaped/precompiled/components/hitDice/hitDice.html +++ /dev/null @@ -1,113 +0,0 @@ - - - - - - - - -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/abilityChecks.html b/5eShaped/precompiled/components/macros/abilityChecks.html deleted file mode 100644 index 1d61588610..0000000000 --- a/5eShaped/precompiled/components/macros/abilityChecks.html +++ /dev/null @@ -1,18 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/attacks.html b/5eShaped/precompiled/components/macros/attacks.html deleted file mode 100644 index 06132a119d..0000000000 --- a/5eShaped/precompiled/components/macros/attacks.html +++ /dev/null @@ -1,4 +0,0 @@ -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/lairActions.html b/5eShaped/precompiled/components/macros/lairActions.html deleted file mode 100644 index b51f1acc6b..0000000000 --- a/5eShaped/precompiled/components/macros/lairActions.html +++ /dev/null @@ -1,5 +0,0 @@ - -
- - -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/legendaryActions.html b/5eShaped/precompiled/components/macros/legendaryActions.html deleted file mode 100644 index 1799e8e907..0000000000 --- a/5eShaped/precompiled/components/macros/legendaryActions.html +++ /dev/null @@ -1,5 +0,0 @@ - -
- - -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/macros.html b/5eShaped/precompiled/components/macros/macros.html deleted file mode 100644 index 49286b24ad..0000000000 --- a/5eShaped/precompiled/components/macros/macros.html +++ /dev/null @@ -1,33 +0,0 @@ -
-
-
- //= include abilityChecks.html -
- -
- //= include savingThrows.html -
- -
- //= include statblock.html -
- //= include traits.html -
- //= include attacks.html - //= include actions.html -
- //= include reactions.html -
- //= include legendaryActions.html -
- //= include lairActions.html -
- //= include regionalEffects.html -
-
- //= include spells.html -
-
- -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/reactions.html b/5eShaped/precompiled/components/macros/reactions.html deleted file mode 100644 index d24add925f..0000000000 --- a/5eShaped/precompiled/components/macros/reactions.html +++ /dev/null @@ -1,5 +0,0 @@ - -
- - -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/regionalEffects.html b/5eShaped/precompiled/components/macros/regionalEffects.html deleted file mode 100644 index 050e2e47fb..0000000000 --- a/5eShaped/precompiled/components/macros/regionalEffects.html +++ /dev/null @@ -1,5 +0,0 @@ - -
- - -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/savingThrows.html b/5eShaped/precompiled/components/macros/savingThrows.html deleted file mode 100644 index 2e9c50f62f..0000000000 --- a/5eShaped/precompiled/components/macros/savingThrows.html +++ /dev/null @@ -1,22 +0,0 @@ -
-
-
- -
-
-
-
- - - - -
- - - \ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/spells.html b/5eShaped/precompiled/components/macros/spells.html deleted file mode 100644 index 66e8ba3241..0000000000 --- a/5eShaped/precompiled/components/macros/spells.html +++ /dev/null @@ -1,31 +0,0 @@ - - - - - - - - - - - - - - -
-
- -
-
-
-
- -
- -
- -
- \ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/statblock.html b/5eShaped/precompiled/components/macros/statblock.html deleted file mode 100644 index 7f73331353..0000000000 --- a/5eShaped/precompiled/components/macros/statblock.html +++ /dev/null @@ -1,12 +0,0 @@ -
- - - - - - - - - - -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/macros/traits.html b/5eShaped/precompiled/components/macros/traits.html deleted file mode 100644 index 0137ee1b3b..0000000000 --- a/5eShaped/precompiled/components/macros/traits.html +++ /dev/null @@ -1,5 +0,0 @@ - -
- - -
\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/abilities.html b/5eShaped/precompiled/components/npc/abilities.html deleted file mode 100644 index 9cbcdb63cb..0000000000 --- a/5eShaped/precompiled/components/npc/abilities.html +++ /dev/null @@ -1,189 +0,0 @@ -
-
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/acHpSpeed.html b/5eShaped/precompiled/components/npc/acHpSpeed.html deleted file mode 100644 index 536e019d95..0000000000 --- a/5eShaped/precompiled/components/npc/acHpSpeed.html +++ /dev/null @@ -1,77 +0,0 @@ -
- -
- - -
-
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- //= include ../hitDice/hitDice.html -
-
-
- -
- -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/actionContents.html b/5eShaped/precompiled/components/npc/actionContents.html deleted file mode 100644 index 02bf517968..0000000000 --- a/5eShaped/precompiled/components/npc/actionContents.html +++ /dev/null @@ -1,26 +0,0 @@ -
- - -
-
- -
- //= include ../actionComponents/type.html - //= include ../actionComponents/reach.html - //= include ../actionComponents/range.html - //= include ../actionComponents/recharge.html -
- y -
- //= include ../actionComponents/attack.html - //= include ../actionComponents/savingThrow.html - //= include ../actionComponents/damage.html - //= include ../actionComponents/damageSecondary.html - //= include ../actionComponents/extras.html -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/actions.html b/5eShaped/precompiled/components/npc/actions.html deleted file mode 100644 index a73cb9a00c..0000000000 --- a/5eShaped/precompiled/components/npc/actions.html +++ /dev/null @@ -1,7 +0,0 @@ - -
-

-
- //= include actionContents.html -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/details.html b/5eShaped/precompiled/components/npc/details.html deleted file mode 100644 index 976351e189..0000000000 --- a/5eShaped/precompiled/components/npc/details.html +++ /dev/null @@ -1,43 +0,0 @@ -//= include savingThrows.html -//= include skills.html -//= include resistancesVulnerabilities.html -
- - -
- -
-
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- - -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/lairActionContents.html b/5eShaped/precompiled/components/npc/lairActionContents.html deleted file mode 100644 index d631dc6317..0000000000 --- a/5eShaped/precompiled/components/npc/lairActionContents.html +++ /dev/null @@ -1,20 +0,0 @@ -
- - -
- //= include ../actionComponents/type.html - //= include ../actionComponents/reach.html - //= include ../actionComponents/range.html - //= include ../actionComponents/recharge.html -
- y -
- //= include ../actionComponents/attackSpell.html - //= include ../actionComponents/savingThrow.html - //= include ../actionComponents/damage.html - //= include ../actionComponents/damageSecondary.html - //= include ../actionComponents/extras.html -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/lairActions.html b/5eShaped/precompiled/components/npc/lairActions.html deleted file mode 100644 index 299b2e7e9c..0000000000 --- a/5eShaped/precompiled/components/npc/lairActions.html +++ /dev/null @@ -1,7 +0,0 @@ - -
-

-
- //= include lairActionContents.html -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/legendaryActions.html b/5eShaped/precompiled/components/npc/legendaryActions.html deleted file mode 100644 index 1b771e95f7..0000000000 --- a/5eShaped/precompiled/components/npc/legendaryActions.html +++ /dev/null @@ -1,17 +0,0 @@ - -
-

-
- - - - -
-   - - -
-
- //= include actionContents.html -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/npc.html b/5eShaped/precompiled/components/npc/npc.html deleted file mode 100644 index 460df63976..0000000000 --- a/5eShaped/precompiled/components/npc/npc.html +++ /dev/null @@ -1,38 +0,0 @@ -
-
-
-
- - - -
-
-
- - -
- //= include sizeTypeAlignment.html -
-
- //= include acHpSpeed.html -
- //= include abilities.html -
- //= include details.html -
-
-
-
- //= include ../traits/traits.html - //= include actions.html - //= include reactions.html - //= include legendaryActions.html - //= include lairActions.html - //= include regionalEffects.html -
-
- -
-
-
-
diff --git a/5eShaped/precompiled/components/npc/reactions.html b/5eShaped/precompiled/components/npc/reactions.html deleted file mode 100644 index 94b6cfd5a1..0000000000 --- a/5eShaped/precompiled/components/npc/reactions.html +++ /dev/null @@ -1,7 +0,0 @@ - -
-

-
- //= include actionContents.html -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/regionalEffects.html b/5eShaped/precompiled/components/npc/regionalEffects.html deleted file mode 100644 index 55d0474e22..0000000000 --- a/5eShaped/precompiled/components/npc/regionalEffects.html +++ /dev/null @@ -1,7 +0,0 @@ - -
-

-
- //= include lairActionContents.html -
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/resistancesVulnerabilities.html b/5eShaped/precompiled/components/npc/resistancesVulnerabilities.html deleted file mode 100644 index 89975d15d9..0000000000 --- a/5eShaped/precompiled/components/npc/resistancesVulnerabilities.html +++ /dev/null @@ -1,32 +0,0 @@ -
- - - -
-
- - - -
-
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/savingThrows.html b/5eShaped/precompiled/components/npc/savingThrows.html deleted file mode 100644 index aef46a6b54..0000000000 --- a/5eShaped/precompiled/components/npc/savingThrows.html +++ /dev/null @@ -1,119 +0,0 @@ - - -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/npc/sizeTypeAlignment.html b/5eShaped/precompiled/components/npc/sizeTypeAlignment.html deleted file mode 100644 index 518998255f..0000000000 --- a/5eShaped/precompiled/components/npc/sizeTypeAlignment.html +++ /dev/null @@ -1,23 +0,0 @@ -
-
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- - - , - - diff --git a/5eShaped/precompiled/components/npc/skills.html b/5eShaped/precompiled/components/npc/skills.html deleted file mode 100644 index d98554d0fd..0000000000 --- a/5eShaped/precompiled/components/npc/skills.html +++ /dev/null @@ -1,58 +0,0 @@ - -
- -
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/rollTemplate.html b/5eShaped/precompiled/components/rollTemplate.html deleted file mode 100644 index 8cab57056d..0000000000 --- a/5eShaped/precompiled/components/rollTemplate.html +++ /dev/null @@ -1,330 +0,0 @@ - -
-
- {{#advantage}} -
-
-
- Advantage -
-
- {{/advantage}} - {{#disadvantage}} -
-
-
- Disadvantage -
-
- {{/disadvantage}} -
-
- - {{title}} - -
-
- {{#spell}} -
- {{spell_level}}{{#cast_as_level}} (as {{cast_as_level}}){{/cast_as_level}}{{#school}} {{school}}{{/school}}{{#ritual}} - (ritual){{/ritual}} -
- {{/spell}} - {{#show_character_name}} -
{{character_name}}
- {{/show_character_name}} - {{#subheader}} -
{{subheader}}
- {{/subheader}} -
- - {{#emote}} -

{{character_name}} {{emote}}

- {{/emote}} -
- {{#uses}} -
-
Uses: {{uses}} / {{uses_max}}
-
- {{/uses}} - {{#casting_time}} -
- Casting Time: {{casting_time}} -
- {{/casting_time}} - {{#range}} -
- Range: {{range}} {{#ammo}}{{ammo}}{{#ammo_name}}{{ammo_name}}{{/ammo_name}}{{^ammo_name}}ammo{{/ammo_name}}{{/ammo}} -
- {{/range}} - {{#reach}} -
- Reach: {{reach}} -
- {{/reach}} - {{#components}} -
- Components: - {{components}} - {{#materials}}({{materials}}){{/materials}} -
- {{/components}} - {{#duration}} -
- Duration: - {{duration}} -
- {{/duration}} - {{#target}} -
- Target: {{target}} -
- {{/target}} - {{#content}} -
{{content}}
- {{/content}} - {{#text_top}} -
{{text_top}}
- {{/text_top}} - {{#roll1}} -
-
-
{{roll1}}
- {{#roll2}} -
{{roll2}}
- {{/roll2}} -
- {{#vs_ac}} -
- vs - {{#targetName}} - {{targetName}} - {{/targetName}} - AC - {{#targetAC}} - {{targetAC}} - {{/targetAC}} -
- {{/vs_ac}} -
- {{/roll1}} - {{#saving_throw_dc}} -
- {{#saving_throw_condition}} -
{{saving_throw_condition}}
- {{/saving_throw_condition}} - {{#saving_throw_dc}} - {{#targetName}} -
- vs - {{targetName}} -
- {{/targetName}} -
- - DC {{saving_throw_dc}} - [{{saving_throw_vs_ability}}](~target|shaped_{{saving_throw_vs_ability}}_saving_throw) - Saving throw - -
- {{/saving_throw_dc}} - {{#saving_throw_failure}} -
- Save Failure. - {{saving_throw_failure}} -
- {{/saving_throw_failure}} - {{#saving_throw_success}} -
- Save Success. - {{saving_throw_success}} -
- {{/saving_throw_success}} -
- {{/saving_throw_dc}} - {{#damage}} -
-
-
-
- {{damage}} - {{#rollWasCrit() roll1}} - + {{crit_damage}} - {{/rollWasCrit() roll1}} - {{#^rollWasCrit() roll1}} - {{#rollWasCrit() roll2}} - + {{crit_damage}} - {{/rollWasCrit() roll2}} - {{/^rollWasCrit() roll1}} -
-
- {{damage_type}} - {{^damage_type}} - damage - {{/damage_type}} -
-
-
- {{/damage}} - {{#second_damage}} - {{#damage}} -
-
+
-
-
- {{/damage}} - {{^damage}} -
- {{/damage}} -
-
-
- {{second_damage}} - {{#rollWasCrit() roll1}} - + {{second_crit_damage}} - {{/rollWasCrit() roll1}} - {{#^rollWasCrit() roll1}} - {{#rollWasCrit() roll2}} - + {{second_crit_damage}} - {{/rollWasCrit() roll2}} - {{/^rollWasCrit() roll1}} -
-
- {{second_damage_type}} - {{^second_damage_type}} - damage - {{/second_damage_type}} -
-
-
- {{^damage}} -
- {{/damage}} - {{/second_damage}} - {{#damage}} -
- {{/damage}} - {{#heal}} -
Heal for {{heal}} hit points
- {{/heal}} - {{#death_saving_throw_successes}} -
-
- Successes {{death_saving_throw_successes}} / 3 -
- {{#death_saving_throw_failures}} -
- Failures {{death_saving_throw_failures}} / 3 -
- {{/death_saving_throw_failures}} -
- {{/death_saving_throw_successes}} - {{#spell_list}} -
- {{#cantrips}} -
- Cantrips. - {{cantrips}} -
- {{/cantrips}} - {{#spells_level_1_show}} -
- 1st-level {{#spells_level_1_uses}}({{spells_level_1_uses}}){{/spells_level_1_uses}}. - {{spells_level_1}} -
- {{/spells_level_1_show}} - {{#spells_level_2_show}} -
- 2nd-level {{#spells_level_2_uses}}({{spells_level_2_uses}}){{/spells_level_2_uses}}. - {{spells_level_2}} -
- {{/spells_level_2_show}} - {{#spells_level_3_show}} -
- 3rd-level {{#spells_level_3_uses}}({{spells_level_3_uses}}){{/spells_level_3_uses}}. - {{spells_level_3}} -
- {{/spells_level_3_show}} - {{#spells_level_4_show}} -
- 4th-level {{#spells_level_4_uses}}({{spells_level_4_uses}}){{/spells_level_4_uses}}. - {{spells_level_4}} -
- {{/spells_level_4_show}} - {{#spells_level_5_show}} -
- 5th-level {{#spells_level_5_uses}}({{spells_level_5_uses}}){{/spells_level_5_uses}}. - {{spells_level_5}} -
- {{/spells_level_5_show}} - {{#spells_level_6_show}} -
- 6th-level {{#spells_level_6_uses}}({{spells_level_6_uses}}){{/spells_level_6_uses}}. - {{spells_level_6}} -
- {{/spells_level_6_show}} - {{#spells_level_7_show}} -
- 7th-level {{#spells_level_7_uses}}({{spells_level_7_uses}}){{/spells_level_7_uses}}. - {{spells_level_7}} -
- {{/spells_level_7_show}} - {{#spells_level_8_show}} -
- 8th-level {{#spells_level_8_uses}}({{spells_level_8_uses}}){{/spells_level_8_uses}}. - {{spells_level_8}} -
- {{/spells_level_8_show}} - {{#spells_level_9_show}} -
- 9th-level {{#spells_level_9_uses}}({{spells_level_9_uses}}){{/spells_level_9_uses}}. - {{spells_level_9}} -
- {{/spells_level_9_show}} -
- {{/spell_list}} - - {{#text_center}} -
{{text_center}}
- {{/text_center}} - {{#text}} -
{{text}}
- {{/text}} - {{#text_big}} -
{{text_big}}
- {{/text_big}} - {{#allprops() freetext text text_center text_big text_top character_name saving_throw title ignore show_character_name subheader uses uses_max roll1 roll2 advantage disadvantage vs_ac ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName action type crit_name crit_text damage damage_type crit_damage second_damage second_damage_type second_crit_damage ranged damage target reach range ammo ammo_name spell spell_list saving_throw_condition saving_throw_dc saving_throw_vs_ability saving_throw_success saving_throw_failure spell_level school ritual content cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_saving_throw_dc hide_spell_content hide_freetext hide_attack hide_damage hide_saving_throw_failure hide_saving_throw_success recharge hide_recharge fx trait armor equipment cantrips spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show spells_text_size}} -
- {{key}}. - {{value}} -
- {{/allprops() freetext text text_center text_big text_top character_name saving_throw title ignore show_character_name subheader uses uses_max roll1 roll2 advantage disadvantage vs_ac ability emote death_saving_throw death_saving_throw_successes death_saving_throw_failures targetAC targetName action type crit_name crit_text damage damage_type crit_damage second_damage second_damage_type second_crit_damage ranged damage target reach range ammo ammo_name spell spell_list saving_throw_condition saving_throw_dc saving_throw_vs_ability saving_throw_success saving_throw_failure spell_level school ritual content cast_as_level heal casting_time duration components materials hide_ability_checks hide_saving_throws hide_saving_throw_dc hide_spell_content hide_freetext hide_attack hide_damage hide_saving_throw_failure hide_saving_throw_success recharge hide_recharge fx trait armor equipment cantrips spells_level_1 spells_level_1_uses spells_level_1_show spells_level_2 spells_level_2_uses spells_level_2_show spells_level_3 spells_level_3_uses spells_level_3_show spells_level_4 spells_level_4_uses spells_level_4_show spells_level_5 spells_level_5_uses spells_level_5_show spells_level_6 spells_level_6_uses spells_level_6_show spells_level_7 spells_level_7_uses spells_level_7_show spells_level_8 spells_level_8_uses spells_level_8_show spells_level_9 spells_level_9_uses spells_level_9_show spells_text_size}} - - {{#freetext}} -
{{freetext}}
- {{/freetext}} - {{#crit_name}} - {{#rollWasCrit() roll1}} -
- {{crit_name}}. - {{crit_text}} -
- {{/rollWasCrit() roll1}} - {{#^rollWasCrit() roll1}} - {{#rollWasCrit() roll2}} -
- {{crit_name}}. - {{crit_text}} -
- {{/rollWasCrit() roll2}} - {{/^rollWasCrit() roll1}} - {{/crit_name}} - {{#recharge}} -
- Recharge. - {{recharge}} -
- {{/recharge}} -
-
-
\ No newline at end of file diff --git a/5eShaped/precompiled/components/settings/API.html b/5eShaped/precompiled/components/settings/API.html deleted file mode 100644 index a22a2f3462..0000000000 --- a/5eShaped/precompiled/components/settings/API.html +++ /dev/null @@ -1,25 +0,0 @@ -
-
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\ No newline at end of file diff --git a/5eShaped/precompiled/components/settings/attachers.html b/5eShaped/precompiled/components/settings/attachers.html deleted file mode 100644 index 2d52a26672..0000000000 --- a/5eShaped/precompiled/components/settings/attachers.html +++ /dev/null @@ -1,221 +0,0 @@ -
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- //= include customSavingThrows.html -
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diff --git a/5eShaped/precompiled/components/spells/spell.html b/5eShaped/precompiled/components/spells/spell.html deleted file mode 100644 index eb7f451cd2..0000000000 --- a/5eShaped/precompiled/components/spells/spell.html +++ /dev/null @@ -1,193 +0,0 @@ -
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- //= include ../actionComponents/content.html - //= include ../actionComponents/attackSpell.html - //= include ../actionComponents/savingThrow.html - //= include ../actionComponents/damageSpell.html - //= include ../actionComponents/damageSecondary.html - //= include ../actionComponents/heal.html - //= include ../actionComponents/higherLevel.html - //= include ../actionComponents/extras.html - //= include ../actionComponents/specialEffects.html -
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diff --git a/5eShaped/precompiled/components/spells/spellcastingBonuses.html b/5eShaped/precompiled/components/spells/spellcastingBonuses.html deleted file mode 100644 index 8487633bd0..0000000000 --- a/5eShaped/precompiled/components/spells/spellcastingBonuses.html +++ /dev/null @@ -1,19 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/spells/spellcastingLevel.html b/5eShaped/precompiled/components/spells/spellcastingLevel.html deleted file mode 100644 index 3b9fcdde88..0000000000 --- a/5eShaped/precompiled/components/spells/spellcastingLevel.html +++ /dev/null @@ -1,4 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/spells/spells.html b/5eShaped/precompiled/components/spells/spells.html deleted file mode 100644 index 14b959bb4c..0000000000 --- a/5eShaped/precompiled/components/spells/spells.html +++ /dev/null @@ -1,71 +0,0 @@ -
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diff --git a/5eShaped/precompiled/components/traits/traits.html b/5eShaped/precompiled/components/traits/traits.html deleted file mode 100644 index 3baa97ea58..0000000000 --- a/5eShaped/precompiled/components/traits/traits.html +++ /dev/null @@ -1,53 +0,0 @@ - -
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\ No newline at end of file diff --git a/5eShaped/precompiled/gulpfile.js b/5eShaped/precompiled/gulpfile.js deleted file mode 100644 index 1aa70b3e75..0000000000 --- a/5eShaped/precompiled/gulpfile.js +++ /dev/null @@ -1,193 +0,0 @@ -'use strict'; - -const gulp = require('gulp'); -const include = require('gulp-include'); -const inject = require('gulp-inject'); -const htmlmin = require('gulp-htmlmin'); -const minifyCss = require('gulp-minify-css'); -const concat = require('gulp-concat'); -const sass = require('gulp-sass'); -const sassLint = require('gulp-sass-lint'); -const autoprefixer = require('gulp-autoprefixer'); -const replaceTask = require('gulp-replace-task'); -const rename = require('gulp-rename'); -const change = require('gulp-change'); -const fs = require('fs'); -const babel = require('gulp-babel'); -const eslint = require('gulp-eslint'); -const wrapper = require('gulp-wrapper'); -const streamqueue = require('streamqueue'); -const request = require('request'); -const gutil = require('gulp-util'); -const sortJSON = require('gulp-json-sort').default; - -const browserify = require('browserify'); -const babelify = require('babelify'); -const source = require('vinyl-source-stream'); -const buffer = require('vinyl-buffer'); - -String.prototype.capitalize = () => { - return this.replace(/\w\S*/g, (txt) => { - return txt.charAt(0).toUpperCase() + txt.substr(1) - }); -}; -String.prototype.lowercase = () => { - return this.toLowerCase(); -}; - -function objByString(o, s) { - s = s.replace(/\[(\w+)\]/g, '.$1'); // convert indexes to properties - s = s.replace(/^\./, ''); // strip a leading dot - const a = s.split('.'); - for (let i = 0, n = a.length; i < n; ++i) { - const k = a[i]; - if (k in o) { - o = o[k]; - } else { - return; - } - } - return o; -} -function duplicate(file, limit, start) { - const template = file.contents.toString('utf8'); - const s = []; - - if (!start) { - start = 0; - } else if (start > 0) { - limit += start; - } - - for (let i = start; i < limit; i++) { - s.push(template - .replace(/\x7B\x7Bnum\x7D\x7D/g, i.toString()) - ); - } - return s.join('\n\n'); -} -const compileSheetHTML = () => { - return gulp.src('./5eShaped.html') - .pipe(include()) - .pipe(htmlmin({ - collapseWhitespace: true - })); -}; -const compileSheetWorkers = () => { - return browserify('./scripts/sheetWorkers.js') - .transform(babelify, { - presets: ['es2015'], - comments: false, - compact: true - }).bundle() - .pipe(source('sheetWorkers.js')) - .pipe(buffer()) - .pipe(wrapper({ - header: '' - })) -}; -const compileRollTemplate = () => { - return gulp.src(['./components/rollTemplate.html']); -}; - -gulp.task('compile', ['sass', 'translationDist'], () => { - return streamqueue({objectMode: true}, - compileSheetHTML(), - compileSheetWorkers(), - compileRollTemplate() - ) - .pipe(concat('5eShaped.html')) - .pipe(gulp.dest('../')) -}); - -gulp.task('lint', () => { - return gulp.src(['./scripts/*.js']) - .pipe(eslint()) - .pipe(eslint.format()) - .pipe(eslint.failAfterError()); -}); - -const sassConfig = { - rules: { - 'clean-import-paths': 0, - 'force-element-nesting': 0, - 'hex-length': 'long', - 'empty-line-between-blocks': 0, - 'nesting-depth': 0, - 'no-url-protocols': 0, - 'no-important': 0, - include: 0 - } -}; -gulp.task('sass', () => { - return gulp.src('./5eShaped.scss') - .pipe(sass().on('error', sass.logError)) - .pipe(autoprefixer()) - .pipe(minifyCss()) - .pipe(gulp.dest('../')); -}); -gulp.task('sass-lint', () => { - return gulp.src('./5eShaped.scss') - .pipe(sassLint(sassConfig)) - .pipe(sassLint.format()) - .pipe(sassLint.failOnError()) -}); - -gulp.task('sort-translations', () => { - return gulp.src('../translations/*.json') - .pipe(sortJSON({ space: 2 })) - .pipe(replaceTask({ - patterns: [ - { - match: /\"\:\s\"/g, - replacement: '":"' - } - ] - })) - .pipe(gulp.dest('../translations/')); -}); - -gulp.task('submit', ['compile'], (done) => { - const html = fs.readFileSync('../5eShaped.html', 'utf-8'); - const css = fs.readFileSync('../5eShaped.css', 'utf-8'); - const translation = fs.readFileSync('../translations/en.json', 'utf-8'); - const props = require('./submitProps.json'); - - const url = `https://app.${props[props.which].roll20}.net/campaigns/savesettings/${props[props.which].campaignId}`; - - var j = request.jar(); - var cookie = request.cookie(`rack.session=${props[props.which].rackSessionId}`); - j.setCookie(cookie, `https://app.${props[props.which].roll20}.net`); - - request.post({ - url, - form: { - customcharsheet_layout: html, - customcharsheet_style: css, - customcharsheet_translation: translation, - allowcharacterimport: false, - bgimage: 'none', - publicaccess: false, - charsheettype: 'custom', - compendium_override: 'dnd5e', - }, - jar: j, - }, - (err, httpResponse, body) => { - if (httpResponse.statusCode !== 303 || - httpResponse.headers.location !== `https://app.${props[props.which].roll20}.net/campaigns/campaignsettings/${props[props.which].campaignId}`) { - gutil.log('Problem submitting sheet, response headers:'); - gutil.log(httpResponse.headers); - return done(httpResponse.statusMessage); - } - return done(err); - } - ); -}); - -gulp.task('translationDist', () => { - return gulp.src('../translations/en.json') - .pipe(rename('translation.json')) - .pipe(gulp.dest('../')); -}); diff --git a/5eShaped/precompiled/package.json b/5eShaped/precompiled/package.json deleted file mode 100644 index 2e3c5552b7..0000000000 --- a/5eShaped/precompiled/package.json +++ /dev/null @@ -1,46 +0,0 @@ -{ - "name": "5eShaped", - "version": "6.1.1", - "bin": "./", - "description": "5e Shaped character sheet for Roll20.net", - "main": "gulpfile.js", - "devDependencies": { - "babel-eslint": "^6.1.2", - "babel-preset-es2015": "^6.9.0", - "babelify": "^7.3.0", - "browserify": "^13.0.1", - "eslint": "^3.1.1", - "eslint-config-airbnb": "^9.0.1", - "eslint-plugin-import": "^1.11.1", - "eslint-plugin-jsx-a11y": "^2.0.1", - "eslint-plugin-react": "^5.2.2", - "gulp": "^3.9.0", - "gulp-autoprefixer": "^3.1.0", - "gulp-babel": "6.1.2", - "gulp-change": "^1.0.0", - "gulp-concat": "^2.6.0", - "gulp-eslint": "^3.0.1", - "gulp-htmlmin": "latest", - "gulp-include": "^2.3.0", - "gulp-inject": "^4.1.0", - "gulp-json-sort": "^1.0.0", - "gulp-minify-css": "^1.2.2", - "gulp-minify-html": "^1.0.4", - "gulp-rename": "^1.2.2", - "gulp-replace-task": "^0.11.0", - "gulp-sass": "^2.3.2", - "gulp-sass-lint": "^1.2.0", - "gulp-util": "latest", - "gulp-wrapper": "1.0.0", - "request": "latest", - "streamqueue": "^1.1.1", - "vinyl-buffer": "^1.0.0", - "vinyl-source-stream": "^1.1.0" - }, - "repository": { - "type": "git", - "url": "https://github.com/mlenser/roll20-character-sheets/tree/master/5eShaped" - }, - "author": "Mark Lenser (Kryx)", - "license": "ISC" -} diff --git a/5eShaped/precompiled/scripts/Abilities.js b/5eShaped/precompiled/scripts/Abilities.js deleted file mode 100644 index 3148cd322b..0000000000 --- a/5eShaped/precompiled/scripts/Abilities.js +++ /dev/null @@ -1,128 +0,0 @@ -/* global on:false */ - -import { AbilityChecks } from './AbilityChecks'; -const abilityChecks = new AbilityChecks(); -import { Actions } from './Actions'; -const actions = new Actions(); -import { Attacks } from './Attacks'; -const attacks = new Attacks(); -import { Spells } from './Spells'; -const spells = new Spells(); -import { getSetItems, getIntValue, getFloatValue, getAbilityMod, addArithmeticOperator, showSign, firstThree } from './utilities'; - -export class Abilities { - updateModifier(ability) { - const collectionArray = [ability, `${ability}_bonus`, `${ability}_mod`, `${ability}_mod_with_sign`, `${ability}_check_mod`, `${ability}_check_mod_formula`, `${ability}_check_bonus`, 'global_ability_bonus', 'strength_mod', 'dexterity_mod', 'jack_of_all_trades_toggle', 'jack_of_all_trades', 'remarkable_athlete_toggle', 'remarkable_athlete', 'global_check_bonus']; - if (ability === 'strength' || ability === 'dexterity') { - collectionArray.push('finesse_mod'); - } - if (ability === 'strength') { - collectionArray.push('weight_multiplier'); - collectionArray.push('carrying_capacity'); - collectionArray.push('max_push_drag_lift'); - collectionArray.push('encumbered'); - collectionArray.push('heavily_encumbered'); - } - - getSetItems('abilities.updateModifier', { - collectionArray, - callback: (v, finalSetAttrs) => { - const abilityScore = getIntValue(v[ability]); - const abilityBonus = getIntValue(v[`${ability}_bonus`]); - const globalAbilityBonus = v.global_ability_bonus; - let abilityScoreCalc = abilityScore + abilityBonus; - - if (!isNaN(globalAbilityBonus)) { - abilityScoreCalc += getIntValue(globalAbilityBonus); - } - - const abilityCheckBonus = getIntValue(v[`${ability}_check_bonus`]); - const abilityMod = getAbilityMod(abilityScoreCalc); - - let abilityCheck = abilityMod; - let abilityCheckFormula = ''; - - if (abilityMod !== 0) { - abilityCheckFormula = `${abilityMod}[${firstThree(ability)} mod with bonus]`; - } - if ((ability === 'strength' || ability === 'dexterity' || ability === 'constitution') && v.remarkable_athlete_toggle === '@{remarkable_athlete}') { - const remarkableAthlete = getIntValue(v.remarkable_athlete); - abilityCheck += remarkableAthlete; - abilityCheckFormula += `${addArithmeticOperator(abilityCheckFormula, remarkableAthlete)}[remarkable athlete]`; - } else if (v.jack_of_all_trades_toggle === '@{jack_of_all_trades}') { - const jackOfAllTrades = getIntValue(v.jack_of_all_trades); - abilityCheck += jackOfAllTrades; - abilityCheckFormula += `${addArithmeticOperator(abilityCheckFormula, jackOfAllTrades)}[jack of all trades]`; - } - if (abilityCheckBonus) { - abilityCheck += abilityCheckBonus; - abilityCheckFormula += `${addArithmeticOperator(abilityCheckFormula, abilityCheckBonus)}[${ability} check bonus]`; - } - if (v.global_check_bonus) { - if (!isNaN(v.global_check_bonus)) { - abilityCheck += getIntValue(v.global_check_bonus); - } - if (abilityCheckFormula) { - abilityCheckFormula += ' + '; - } - abilityCheckFormula += '(@{global_check_bonus})[global check bonus]'; - } - - finalSetAttrs[`${ability}_calculated`] = abilityScoreCalc; - finalSetAttrs[`${ability}_mod`] = abilityMod; - finalSetAttrs[`${ability}_mod_with_sign`] = showSign(abilityMod); - finalSetAttrs[`${ability}_check_mod`] = abilityCheck; - finalSetAttrs[`${ability}_check_mod_with_sign`] = showSign(abilityCheck); - finalSetAttrs[`${ability}_check_mod_formula`] = abilityCheckFormula; - - if (ability === 'strength') { - finalSetAttrs.finesse_mod = Math.max(abilityMod, getIntValue(v.dexterity_mod)); - const weightMultiplier = getFloatValue(v.weight_multiplier, 1); - finalSetAttrs.carrying_capacity = abilityScore * 15 * weightMultiplier; - finalSetAttrs.max_push_drag_lift = abilityScore * 30 * weightMultiplier; - finalSetAttrs.encumbered = abilityScore * 5 * weightMultiplier; - finalSetAttrs.heavily_encumbered = abilityScore * 10 * weightMultiplier; - } else if (ability === 'dexterity') { - finalSetAttrs.finesse_mod = Math.max(abilityMod, getIntValue(v.strength_mod)); - } - }, - }); - } - updateModifiers() { - this.updateModifier('strength'); - this.updateModifier('dexterity'); - this.updateModifier('constitution'); - this.updateModifier('intelligence'); - this.updateModifier('wisdom'); - this.updateModifier('charisma'); - } - setup() { - on('change:jack_of_all_trades_toggle change:jack_of_all_trades change:global_ability_bonus change:global_check_bonus', () => { - this.updateModifiers(); - }); - on('change:strength change:strength_bonus change:strength_check_mod change:strength_check_bonus change:remarkable_athlete_toggle change:remarkable_athlete change:weight_multiplier', () => { - this.updateModifier('strength'); - }); - on('change:dexterity change:dexterity_bonus change:dexterity_check_mod change:dexterity_check_bonus change:remarkable_athlete_toggle change:remarkable_athlete', () => { - this.updateModifier('dexterity'); - }); - on('change:constitution change:constitution_bonus change:constitution_check_mod change:constitution_check_bonus change:remarkable_athlete_toggle change:remarkable_athlete', () => { - this.updateModifier('constitution'); - }); - on('change:intelligence change:intelligence_bonus change:intelligence_check_mod change:intelligence_check_bonus', () => { - this.updateModifier('intelligence'); - }); - on('change:wisdom change:wisdom_bonus change:wisdom_check_mod change:wisdom_check_bonus', () => { - this.updateModifier('wisdom'); - }); - on('change:charisma change:charisma_bonus change:charisma_check_mod change:charisma_check_bonus', () => { - this.updateModifier('charisma'); - }); - on('change:strength_mod change:dexterity_mod change:constitution_mod change:intelligence_mod change:wisdom_mod change:charisma_mod', () => { - abilityChecks.updateSkill(); - attacks.update(); - spells.update(); - actions.updateAll(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/AbilityChecks.js b/5eShaped/precompiled/scripts/AbilityChecks.js deleted file mode 100644 index 2be07cd645..0000000000 --- a/5eShaped/precompiled/scripts/AbilityChecks.js +++ /dev/null @@ -1,305 +0,0 @@ -/* global on:false, generateRowID:false, getTranslationByKey:false */ - -import { getSetItems, getSetRepeatingItems, isUndefinedOrEmpty, getAbilityValue, getAbilityShortName, getIntValue, addArithmeticOperator, showSign, capitalize, exists, getRepeatingInfo, isUndefined } from './utilities'; -import { ABILITIES } from './constants'; -import { ProficiencyBonus } from './ProficiencyBonus'; -const proficiencyBonus = new ProficiencyBonus(); - -export class AbilityChecks { - updateMacro() { - const collectionArray = ['ability_checks_query_var', 'ability_checks_macro_var', 'ability_checks_show_totals']; - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_check_mod`); - collectionArray.push(`${ability}_check_mod_with_sign`); - } - - getSetRepeatingItems('abilityChecks.updateMacro', { - repeatingItems: ['repeating_skill'], - collectionArray, - collectionArrayAddItems: ['name', 'ability', 'total_with_sign'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - finalSetAttrs.ability_checks_query_var = '?{Ability Check'; - finalSetAttrs.ability_checks_macro_var = ''; - finalSetAttrs.skills_macro_var = ''; - - - for (const ability of ABILITIES) { - finalSetAttrs.ability_checks_query_var += `|${capitalize(ability)},{{title=${capitalize(ability)}}} {{roll1=[[@{shaped_d20} + ${v[`${ability}_check_mod`]}]]}} @{roll_setting} + ${v[`${ability}_check_mod`]}]]}}`; - if (v.ability_checks_show_totals === 'on') { - finalSetAttrs.ability_checks_macro_var += `[${capitalize(ability)} ${v[`${ability}_check_mod_with_sign`]}](~shaped_${ability}_check)`; - } else { - finalSetAttrs.ability_checks_macro_var += `[${capitalize(ability)}](~shaped_${ability}_check)`; - } - finalSetAttrs.ability_checks_macro_var += ', '; - } - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - finalSetAttrs.ability_checks_query_var += `|${v[`${repeatingString}name`]}, {{title=${v[`${repeatingString}name`]} (${capitalize(getAbilityShortName(v[`${repeatingString}ability`]))})}} {{roll1=[[@{shaped_d20} + @{${repeatingString}formula}]]}} @{roll_setting} + @{${repeatingString}formula}]]}}`; - if (id !== ids[0]) { - finalSetAttrs.ability_checks_macro_var += ', '; - finalSetAttrs.skills_macro_var += ', '; - } - let skillButton; - if (v.ability_checks_show_totals === 'on') { - skillButton = `[${v[`${repeatingString}name`]} ${v[`${repeatingString}total_with_sign`]}](~repeating_skill_${id}_skill)`; - } else { - skillButton = `[${v[`${repeatingString}name`]}](~repeating_skill_${id}_skill)`; - } - finalSetAttrs.ability_checks_macro_var += skillButton; - finalSetAttrs.skills_macro_var += skillButton; - } - finalSetAttrs.ability_checks_query_var += '}'; - }, - }); - } - updateSkill(rowId) { - const collectionArray = ['jack_of_all_trades_toggle', 'jack_of_all_trades', 'remarkable_athlete_toggle', 'remarkable_athlete', 'pb', 'exp', 'global_check_bonus']; - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_mod`); - collectionArray.push(`${ability}_check_bonus`); - } - - getSetRepeatingItems('abilityChecks.updateSkill', { - repeatingItems: ['repeating_skill'], - collectionArray, - collectionArrayAddItems: ['skill_d20', 'skill_info', 'proficiency', 'name', 'storage_name', 'ability', 'bonus', 'ability_key', 'formula', 'total', 'total_with_sign', 'passive_bonus', 'passive_total'], - rowId, - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - const skillName = v[`${repeatingString}name`]; - if (isUndefinedOrEmpty(skillName)) { - return; - } - - finalSetAttrs[`${repeatingString}ability_key`] = getAbilityShortName(v[`${repeatingString}ability`]).toUpperCase(); - - let total = 0; - let totalFormula = ''; - const proficiency = v[`${repeatingString}proficiency`]; - if (!proficiency || proficiency === 'unproficient') { - if ((v[`${repeatingString}ability`] === 'strength' || v[`${repeatingString}ability`] === 'dexterity' || v[`${repeatingString}ability`] === 'constitution') && v.remarkable_athlete_toggle === '@{remarkable_athlete}') { - const remarkableAthlete = getIntValue(v.remarkable_athlete); - total += remarkableAthlete; - totalFormula += `${remarkableAthlete}[remarkable athlete]`; - } else if (v.jack_of_all_trades_toggle === '@{jack_of_all_trades}') { - const jackOfAllTrades = getIntValue(v.jack_of_all_trades); - total += jackOfAllTrades; - totalFormula += `${jackOfAllTrades}[jack of all trades]`; - } - } else if (proficiency === 'proficient') { - const pb = getIntValue(v.pb); - total += pb; - totalFormula += `${pb}[proficient]`; - } else if (proficiency === 'expertise') { - const exp = getIntValue(v.exp); - total += exp; - totalFormula += `${exp}[expertise]`; - } - - const abilityValue = getAbilityValue(v, v[`${repeatingString}ability`], 'strength'); - if (exists(abilityValue)) { - total += abilityValue; - totalFormula += `${addArithmeticOperator(totalFormula, abilityValue)}[${getAbilityShortName(v[`${repeatingString}ability`])}]`; - } - - const skillBonus = getIntValue(v[`${repeatingString}bonus`]); - if (exists(skillBonus)) { - total += skillBonus; - totalFormula += `${addArithmeticOperator(totalFormula, skillBonus)}[bonus]`; - } - - if (exists(v[`${repeatingString}ability`])) { - let checkBonus = v[`${v[`${repeatingString}ability`]}_check_bonus`]; - if (exists(checkBonus)) { - checkBonus = getIntValue(checkBonus); - total += checkBonus; - totalFormula += `${addArithmeticOperator(totalFormula, checkBonus)}[${getAbilityShortName(v[`${repeatingString}ability`])} check bonus]`; - } - } - - const globalCheckBonus = v.global_check_bonus; - if (exists(globalCheckBonus)) { - if (!isNaN(globalCheckBonus)) { - total += getIntValue(globalCheckBonus); - } - if (totalFormula) { - totalFormula += ' + '; - } - totalFormula += '(@{global_check_bonus})[global check bonus]'; - } - const passiveBonus = getIntValue(v[`${repeatingString}passive_bonus`]); - let advantageOrDisadvantage = 0; - - finalSetAttrs[`${repeatingString}skill_info`] = ''; - - if (v[`${repeatingString}skill_d20`] && v[`${repeatingString}skill_d20`].indexOf('kh1') !== -1) { - finalSetAttrs[`${repeatingString}skill_info`] = '{{advantage=1}}'; - advantageOrDisadvantage = 5; - } else if (v[`${repeatingString}skill_d20`] && v[`${repeatingString}skill_d20`].indexOf('kl1') !== -1) { - finalSetAttrs[`${repeatingString}skill_info`] = '{{disadvantage=1}}'; - advantageOrDisadvantage = -5; - } else { - finalSetAttrs[`${repeatingString}skill_info`] = ''; - } - - const passiveTotal = 10 + total + passiveBonus + advantageOrDisadvantage; - - finalSetAttrs[`${repeatingString}total`] = total; - finalSetAttrs[`${repeatingString}passive`] = passiveTotal; - finalSetAttrs[`${repeatingString}total_with_sign`] = showSign(total); - finalSetAttrs[`${repeatingString}formula`] = totalFormula; - } - }, - setFinalAttrsCallback: () => { - this.updateMacro(); - }, - }); - } - updateSkillsFromSRD() { - getSetRepeatingItems('abilityChecks.updateSkillsFromSRD', { - repeatingItems: ['repeating_skill'], - collectionArray: ['skills_srd', 'level', 'challenge', 'strength_mod', 'dexterity_mod', 'constitution_mod', 'intelligence_mod', 'wisdom_mod', 'charisma_mod', 'expertise_as_advantage'], - collectionArrayAddItems: ['name', 'ability'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - const skillsFromSRD = v.skills_srd; - const skillsObj = {}; - const pb = proficiencyBonus.get(v.level, v.challenge); - const expertise = pb * 2; - let skillName; - let repeatingString; - - if (!isUndefinedOrEmpty(skillsFromSRD)) { - for (const id of ids) { - repeatingString = `${repeatingItem}_${id}_`; - skillName = v[`${repeatingString}name`]; - skillsObj[skillName] = id; - } - - const re = /(\w+)\s?((?:\+|\-)\d+)/gi; - let match; - while ((match = re.exec(skillsFromSRD)) !== null) { - if (match && match[1] && match[2]) { - skillName = match[1]; - if (skillsObj[skillName]) { - const skillId = skillsObj[skillName]; - repeatingString = `${repeatingItem}_${skillId}_`; - - const skillAbility = v[`${repeatingString}ability`]; - const abilityValue = getAbilityValue(v, skillAbility); - const skillBonus = getIntValue(match[2]) - abilityValue; - - if (skillBonus >= expertise) { - if (v.expertise_as_advantage === '1') { - finalSetAttrs[`${repeatingString}skill_d20`] = '2d20@{d20_mod}kh1'; - finalSetAttrs[`${repeatingString}proficiency`] = 'proficient'; - } else { - finalSetAttrs[`${repeatingString}proficiency`] = 'expertise'; - } - if (skillBonus > expertise) { - finalSetAttrs[`${repeatingString}bonus`] = skillBonus - expertise; - } - } else if (skillBonus >= pb) { - finalSetAttrs[`${repeatingString}proficiency`] = 'proficient'; - if (skillBonus > pb) { - finalSetAttrs[`${repeatingString}bonus`] = skillBonus - pb; - } - } - } else { - console.warn(`${skillName} does not exist in the list of skills`); - } - } - } - } - }, - }); - } - updateInitiative() { - const collectionArray = ['initiative', 'initiative_ability', 'initiative_formula', 'initiative_bonus', 'jack_of_all_trades_toggle', 'jack_of_all_trades', 'remarkable_athlete_toggle', 'remarkable_athlete', 'global_check_bonus']; - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_mod`); - collectionArray.push(`${ability}_check_bonus`); - } - - getSetItems('abilityChecks.updateInitiative', { - collectionArray, - callback: (v, finalSetAttrs) => { - finalSetAttrs.initiative = 0; - - let initiativeAbility = v.initiative_ability; - - if (isUndefined(initiativeAbility)) { - initiativeAbility = 'dexterity'; - } - - const abilityMod = getAbilityValue(v, initiativeAbility); - if (exists(abilityMod)) { - finalSetAttrs.initiative += abilityMod; - } - finalSetAttrs.initiative_formula = `${abilityMod}[${getAbilityShortName(initiativeAbility)}]`; - - const abilityCheckBonus = getIntValue(v[`${initiativeAbility}_check_bonus`]); - if (exists(abilityCheckBonus)) { - finalSetAttrs.initiative += abilityCheckBonus; - finalSetAttrs.initiative_formula += `${addArithmeticOperator(finalSetAttrs.initiative_formula, abilityCheckBonus)}[${getAbilityShortName(initiativeAbility)} check bonus]`; - } - - const initiativeBonus = v.initiative_bonus; - if (exists(initiativeBonus)) { - if (!isNaN(initiativeBonus)) { - finalSetAttrs.initiative += getIntValue(initiativeBonus); - } - finalSetAttrs.initiative_formula += `${addArithmeticOperator(finalSetAttrs.initiative_formula, initiativeBonus)}[initiative bonus]`; - } - - if (v.remarkable_athlete_toggle === '@{remarkable_athlete}') { - const remarkableAthlete = getIntValue(v.remarkable_athlete); - if (exists(remarkableAthlete)) { - finalSetAttrs.initiative += remarkableAthlete; - finalSetAttrs.initiative_formula += `${addArithmeticOperator(finalSetAttrs.initiative_formula, remarkableAthlete)}[remarkable athlete]`; - } - } else if (v.jack_of_all_trades_toggle === '@{jack_of_all_trades}') { - const jackOfAllTrades = getIntValue(v.jack_of_all_trades); - if (exists(jackOfAllTrades)) { - finalSetAttrs.initiative += jackOfAllTrades; - finalSetAttrs.initiative_formula += `${addArithmeticOperator(finalSetAttrs.initiative_formula, jackOfAllTrades)}[jack of all trades]`; - } - } - - const globalCheckBonus = v.global_check_bonus; - if (exists(globalCheckBonus)) { - if (finalSetAttrs.initiative_formula) { - finalSetAttrs.initiative_formula += ' + '; - } - finalSetAttrs.initiative_formula += '(@{global_check_bonus})[global check bonus]'; - } - }, - }); - } - setup() { - on('change:repeating_skill', (eventInfo) => { - const repeatingInfo = getRepeatingInfo('repeating_skill', eventInfo); - if (repeatingInfo && repeatingInfo.field !== 'ability_key' && repeatingInfo.field !== 'total' && repeatingInfo.field !== 'total_with_sign' && repeatingInfo.field !== 'passive_total' && repeatingInfo.field !== 'passive_total_with_sign' && repeatingInfo.field !== 'formula') { - this.updateSkill(repeatingInfo.rowId); - } - }); - on('change:pb change:jack_of_all_trades_toggle change:jack_of_all_trades change:remarkable_athlete_toggle change:remarkable_athlete change:global_check_bonus change:strength_check_bonus change:dexterity_check_bonus change:constitution_check_bonus change:intelligence_check_bonus change:wisdom_check_bonus change:charisma_check_bonus', () => { - this.updateSkill(); - }); - on('change:skills_srd', () => { - this.updateSkillsFromSRD(); - }); - on('remove:repeating_skill change:ability_checks_show_totals', () => { - this.updateMacro(); - }); - const initiativeWatch = ['change:initiative_ability', 'change:initiative_bonus', 'change:jack_of_all_trades_toggle', 'change:jack_of_all_trades', 'change:remarkable_athlete_toggle', 'change:remarkable_athlete', 'change:global_check_bonus']; - for (const ability of ABILITIES) { - initiativeWatch.push(`change:${ability}_mod`); - initiativeWatch.push(`change:${ability}_check_bonus`); - } - on(initiativeWatch.join(' '), () => { - this.updateInitiative(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/Actions.js b/5eShaped/precompiled/scripts/Actions.js deleted file mode 100644 index 5c9fd3d40a..0000000000 --- a/5eShaped/precompiled/scripts/Actions.js +++ /dev/null @@ -1,500 +0,0 @@ -/* global on:false */ - -import { ABILITIES, TOGGLE_VARS } from './constants'; -import { ProficiencyBonus } from './ProficiencyBonus'; -const proficiencyBonus = new ProficiencyBonus(); -import { getSetRepeatingItems, isUndefined, isUndefinedOrEmpty, fromVOrFinalSetAttrs, setCritDamage, getIntValue, getRepeatingInfo, lowercaseDamageTypes, exists } from './utilities'; -import { updateAttackToggle, updateSavingThrowToggle, updateDamageToggle, updateHealToggle } from './updateToggles'; - -export class Actions { - updateAll() { - this.update('trait'); - this.update('action'); - this.update('reaction'); - this.update('legendaryaction'); - this.update('lairaction'); - this.update('regionaleffect'); - } - update(type, rowId) { - const rechargeRegex = /\s*?\((?:Recharge\s*?(\d+\-\d+|\d+)|Recharges\safter\sa\s(.*))\)/gi; - const rechargeDayRegex = /\s*?\((\d+\/Day)\)/gi; - const collectionArray = ['pb', 'strength_mod', 'finesse_mod', 'global_attack_bonus', 'global_melee_attack_bonus', 'global_ranged_attack_bonus', 'global_damage_bonus', 'global_melee_damage_bonus', 'global_ranged_damage_bonus', 'default_ability', 'base_dc']; - - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_mod`); - } - - getSetRepeatingItems('actions.update', { - repeatingItems: [`repeating_${type}`], - collectionArray, - collectionArrayAddItems: ['name', 'type', 'uses', 'uses_max', 'has_uses', 'roll_toggle', 'to_hit', 'attack_formula', 'proficiency', 'attack_ability', 'attack_bonus', 'saving_throw_toggle', 'saving_throw_ability', 'saving_throw_bonus', 'saving_throw_dc', 'damage_toggle', 'damage_formula', 'damage', 'damage_ability', 'damage_bonus', 'damage_type', 'damage_crit', 'second_damage_toggle', 'second_damage_formula', 'second_damage', 'second_damage_ability', 'second_damage_bonus', 'second_damage_type', 'second_damage_crit', 'damage_string', 'heal_toggle', 'heal', 'heal_ability', 'heal_bonus', 'heal_query_toggle', 'parsed', 'recharge', 'recharge_display', 'extras_toggle', 'emote', 'freetext', 'freeform'], - rowId, - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - const actionName = v[`${repeatingString}name`]; - if (!isUndefinedOrEmpty(actionName)) { - const rechargeResult = rechargeRegex.exec(actionName); - if (rechargeResult) { - finalSetAttrs[`${repeatingString}recharge`] = rechargeResult[1] || rechargeResult[2]; - finalSetAttrs[`${repeatingString}name`] = actionName.replace(rechargeRegex, ''); - } - const rechargeDayResult = rechargeDayRegex.exec(actionName); - if (rechargeDayResult) { - finalSetAttrs[`${repeatingString}recharge`] = rechargeDayResult[1] || rechargeDayResult[2]; - finalSetAttrs[`${repeatingString}name`] = actionName.replace(rechargeDayRegex, ''); - } - } - - if (v[`${repeatingString}uses`] || v[`${repeatingString}uses_max`]) { - finalSetAttrs[`${repeatingString}has_uses`] = 1; - } else if (!isUndefinedOrEmpty(v[`${repeatingString}has_uses`])) { - finalSetAttrs[`${repeatingString}has_uses`] = 0; - } - - const recharge = fromVOrFinalSetAttrs(v, finalSetAttrs, `${repeatingString}recharge`); - if (exists(recharge)) { - if (isNaN(recharge)) { - finalSetAttrs[`${repeatingString}recharge_display`] = ` (${recharge})`; - } else { - finalSetAttrs[`${repeatingString}recharge_display`] = ` (Recharge ${recharge})`; - } - } else if (exists(v[`${repeatingString}recharge_display`])) { - finalSetAttrs[`${repeatingString}recharge_display`] = ''; - } - - let attackOptions = {}; - if (type !== 'trait') { - attackOptions = { - globalAttackBonus: v.global_attack_bonus, - globalAttackBonusLabel: 'global attack bonus', - globalMeleeAttackBonus: v.global_melee_attack_bonus, - globalRangedAttackBonus: v.global_ranged_attack_bonus, - type: 'attack', - }; - } - updateAttackToggle(v, finalSetAttrs, repeatingString, attackOptions); - - updateSavingThrowToggle(v, finalSetAttrs, repeatingString); - - let damageOptions = {}; - if (type !== 'trait') { - damageOptions = { - globalDamageBonus: v.global_damage_bonus, - globalMeleeDamageBonus: v.global_melee_damage_bonus, - globalRangedDamageBonus: v.global_ranged_damage_bonus, - type: 'attack', - }; - } - updateDamageToggle(v, finalSetAttrs, repeatingString, damageOptions); - if (v.damage_type) { - finalSetAttrs.damage_type = lowercaseDamageTypes(v.damage_type); - } - if (v.second_damage_type) { - finalSetAttrs.second_damage_type = lowercaseDamageTypes(v.second_damage_type); - } - setCritDamage(v, finalSetAttrs, repeatingString); - - updateHealToggle(v, finalSetAttrs, repeatingString); - - if (isUndefined(v[`${repeatingString}extras_toggle`]) && (v[`${repeatingString}emote`] || v[`${repeatingString}freetext`] || v[`${repeatingString}freeform`])) { - finalSetAttrs[`${repeatingString}extras_toggle`] = TOGGLE_VARS.extras; - } - } - }, - }); - } - updateIfTriggered(type, eventInfo) { - const repeatingInfo = getRepeatingInfo(`repeating_${type}`, eventInfo); - if (repeatingInfo && repeatingInfo.field !== 'name' && repeatingInfo.field !== 'freetext' && repeatingInfo.field !== 'to_hit' && repeatingInfo.field !== 'attack_formula' && repeatingInfo.field !== 'damage_formula' && repeatingInfo.field !== 'damage_crit' && repeatingInfo.field !== 'second_damage_formula' && repeatingInfo.field !== 'second_damage_crit' && repeatingInfo.field !== 'damage_string' && repeatingInfo.field !== 'saving_throw_dc' && repeatingInfo.field !== 'parsed' && repeatingInfo.field !== 'recharge_display') { - this.update(type, repeatingInfo.rowId); - } - } - updateChatMacro(type) { - getSetRepeatingItems('actions.updateChatMacro', { - repeatingItems: [`repeating_${type}`], - collectionArray: [`${type}s_macro_var`, `${type}s_chat_var`, `${type}s_exist`], - collectionArrayAddItems: ['name', 'freetext'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - finalSetAttrs[`${type}s_macro_var`] = ''; - finalSetAttrs[`${type}s_chat_var`] = ''; - - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - let actionName = v[`${repeatingString}name`]; - const freeText = v[`${repeatingString}freetext`]; - - if (id !== ids[0]) { - finalSetAttrs[`${type}s_macro_var`] += ', '; - } - let actionType = 'action'; - let title; - if (type === 'trait') { - title = 'Traits'; - actionType = 'trait'; - } else if (type === 'action') { - title = 'Actions'; - } else if (type === 'reaction') { - title = 'Reactions'; - } else if (type === 'legendaryaction') { - title = 'Legendary Actions'; - } else if (type === 'lairaction') { - title = 'Lair Actions'; - actionName = freeText; - } else if (type === 'regionaleffect') { - title = 'Regional Effects'; - actionName = freeText; - } - - if (actionName && actionName.length > 50) { - actionName = `${actionName.substring(0, 50)}...`; - } - - finalSetAttrs[`${type}s_macro_var`] += `[${actionName}](~repeating_${type}_${id}_${actionType})`; - finalSetAttrs[`${type}s_chat_var`] += `{{${title}=${finalSetAttrs[`${type}s_macro_var`]}}}`; - } - }, - }); - } - findClosest(array, goal) { - return array.reduce((prev, curr) => { - return (Math.abs(curr - goal) < Math.abs(prev - goal) ? curr : prev); - }); - } - getCorrectAbilityBasedOnBonus(finalSetAttrs, repeatingString, fieldName, bonus, spellMods, meleeMods, spellAttack, rangedAttack, dexMod) { - let closest; - if (bonus) { - if (spellAttack) { - closest = this.findClosest(spellMods, bonus); - bonus -= closest; - if (closest === spellMods[0]) { - finalSetAttrs[repeatingString + fieldName] = 'intelligence'; - } else if (closest === spellMods[1]) { - finalSetAttrs[repeatingString + fieldName] = 'wisdom'; - } else if (closest === spellMods[2]) { - finalSetAttrs[repeatingString + fieldName] = 'charisma'; - } - } else { - if (rangedAttack) { - finalSetAttrs[`${repeatingString}attack_ability`] = 'dexterity'; - bonus -= dexMod; - } else { - closest = this.findClosest(meleeMods, bonus); - bonus -= closest; - if (closest === meleeMods[0]) { - finalSetAttrs[repeatingString + fieldName] = 'strength'; - } else if (closest === meleeMods[1]) { - finalSetAttrs[repeatingString + fieldName] = 'dexterity'; - } - } - } - } else { - finalSetAttrs[repeatingString + fieldName] = 0; - } - return bonus; - } - getAnyCorrectAbilityBasedOnBonus(finalSetAttrs, repeatingString, fieldName, bonus, abilityMods) { - const closest = this.findClosest(abilityMods, bonus); - if (bonus) { - bonus -= closest; - - if (closest === abilityMods[0]) { - finalSetAttrs[repeatingString + fieldName] = 'strength'; - } else if (closest === abilityMods[1]) { - finalSetAttrs[repeatingString + fieldName] = 'dexterity'; - } else if (closest === abilityMods[2]) { - finalSetAttrs[repeatingString + fieldName] = 'constitution'; - } else if (closest === abilityMods[3]) { - finalSetAttrs[repeatingString + fieldName] = 'intelligence'; - } else if (closest === abilityMods[4]) { - finalSetAttrs[repeatingString + fieldName] = 'wisdom'; - } else if (closest === abilityMods[5]) { - finalSetAttrs[repeatingString + fieldName] = 'charisma'; - } - } else { - finalSetAttrs[repeatingString + fieldName] = 0; - } - return bonus; - } - parseDamage(finalSetAttrs, repeatingString, freetext, regex, name, spellMods, meleeMods, spellAttack, rangedAttack, dexMod) { - const damageParseRegex = /(\d+d?\d+)(?:\s?(?:\+|\-)\s?(\d+))?/gi; - const damage = regex.exec(freetext); - let damageBonus; - if (damage) { - /* - 1 is damage with dice. Example '2d6+4' - 2 is damage type. Example 'slashing' or 'lightning or thunder' - */ - if (damage[1]) { - const damageParsed = damageParseRegex.exec(damage[1]); - if (damageParsed) { - if (damageParsed[1]) { - finalSetAttrs[repeatingString + name] = damageParsed[1]; - } - if (damageParsed[2]) { - damageBonus = damageParsed[2]; - } - } - } - damageBonus = this.getCorrectAbilityBasedOnBonus(finalSetAttrs, repeatingString, `${name}_ability`, damageBonus, spellMods, meleeMods, spellAttack, rangedAttack, dexMod); - if (damage[2]) { - finalSetAttrs[`${repeatingString}${name}_type`] = damage[2]; - } - if (damageBonus) { - finalSetAttrs[`${repeatingString}${name}_bonus`] = damageBonus; - } - freetext = freetext.replace(regex, ''); - finalSetAttrs[`${repeatingString}${name}_toggle`] = TOGGLE_VARS[name]; - } - return freetext; - } - parse(type, rowId) { - const collectionArray = ['level', 'challenge', 'global_attack_bonus', 'global_melee_attack_bonus', 'global_ranged_attack_bonus', 'global_damage_bonus', 'global_melee_damage_bonus', 'global_ranged_damage_bonus', 'default_ability']; - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_mod`); - } - const damageSyntax = /(?:(\d+d?\d+(?:\s\+\s\d+)?)(?:\))?)\s*?/; - const damageType = /((?:[a-zA-Z]+|[a-zA-Z]+\s(?:or|and)\s[a-zA-Z]+)(?:\s*?\([a-zA-Z\s]+\))?)\s*damage\s?(\([a-zA-Z'\s]+\))?/; - const altDamageSyntax = /(?:,\s*?or\s*?)/; - const plus = /\s*?plus\s*?/; - const savingThrowRe = /(?:DC)\s*?(\d+)\s*?([a-zA-Z]*)\s*?(?:saving throw)/; - const saveSuccess = /or\s(.*)?\son a successful one./; - const damageRegex = new RegExp(damageSyntax.source + damageType.source, 'i'); - const damagePlusRegex = new RegExp(plus.source + damageSyntax.source + damageType.source, 'i'); - const altDamageRegex = new RegExp(altDamageSyntax.source + damageSyntax.source + damageType.source, 'i'); - const savingThrowRegex = new RegExp(savingThrowRe.source, 'i'); - const saveSuccessRegex = new RegExp(saveSuccess.source, 'i'); - - const typeRegex = /(melee|ranged|melee or ranged)\s*(spell|weapon)\s*attack/gi; - const toHitRegex = /:\s?\+\s?(\d+)\s*(?:to hit)/gi; - const reachRegex = /(?:reach)\s?(\d+)\s?(?:ft)/gi; - const rangeRegex = /(?:range)\s?(\d+)\/(\d+)\s?(ft)/gi; - const spellcastingRegex = /(\d+)\w+\slevel\s\((\d+)\s?slot(?:s)?\)/gi; - const spellcastingLevelRegex = /(\d+)(?:st|dn|rd|th)-level spellcaster/i; - const spellcastingAbilityRegex = /spellcasting ability is (\w+)/i; - const spellcastingAbilityRegexSecond = /uses (\w+) as his spellcasting ability/i; - - getSetRepeatingItems('actions.parse', { - repeatingItems: [`repeating_${type}`], - collectionArray, - collectionArrayAddItems: ['name', 'freetext', 'type'], - rowId, - callback: (v, finalSetAttrs, ids, repeatingItem) => { - const pb = proficiencyBonus.get(v.level, v.challenge); - const strMod = getIntValue(v.strength_mod); - const dexMod = getIntValue(v.dexterity_mod); - const conMod = getIntValue(v.constitution_mod); - const intMod = getIntValue(v.intelligence_mod); - const wisMod = getIntValue(v.wisdom_mod); - const chaMod = getIntValue(v.charisma_mod); - const meleeMods = [strMod, dexMod]; - const spellMods = [intMod, wisMod, chaMod]; - const abilityMods = [strMod, dexMod, conMod, intMod, wisMod, chaMod]; - - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - let rangedAttack = false; - let spellAttack = false; - - const name = v[`${repeatingString}name`]; - let freetext = v[`${repeatingString}freetext`]; - - if (name && name.indexOf('Spellcasting') !== -1) { - const spellcastingSearch = spellcastingAbilityRegex.exec(freetext); - if (spellcastingSearch && spellcastingSearch[1]) { - finalSetAttrs.default_ability = spellcastingSearch[1].toLowerCase(); - } else { - const spellcastingSearchSecond = spellcastingAbilityRegexSecond.exec(freetext); - if (spellcastingSearchSecond && spellcastingSearchSecond[1]) { - finalSetAttrs.default_ability = spellcastingSearchSecond[1].toLowerCase(); - } - } - const spellcastingLevelSearch = spellcastingLevelRegex.exec(freetext); - if (spellcastingLevelSearch && spellcastingLevelSearch[1]) { - finalSetAttrs.caster_level = spellcastingLevelSearch[1]; - } - - let match; - while ((match = spellcastingRegex.exec(freetext)) !== null) { - if (match && match[1] && match[2]) { - finalSetAttrs[`spell_slots_l${match[1]}_bonus`] = match[2]; - } - } - } - - const actionType = typeRegex.exec(freetext); - if (actionType) { - if (actionType[1]) { - actionType[1] = actionType[1].toLowerCase(); - if (isUndefined(v[`${repeatingString}type`]) && (actionType[1] === 'melee' || actionType[1] === 'melee or ranged')) { - finalSetAttrs[`${repeatingString}type`] = 'Melee Weapon'; - } else if (isUndefined(v[`${repeatingString}type`]) && actionType[1] === 'ranged') { - finalSetAttrs[`${repeatingString}type`] = 'Ranged Weapon'; - rangedAttack = true; - } else { - finalSetAttrs[`${repeatingString}type`] = 'Other'; - } - } - if (actionType[2]) { - actionType[2] = actionType[2].toLowerCase(); - if (actionType[2] === 'spell') { - spellAttack = true; - } - } - freetext = freetext.replace(typeRegex, ''); - } - - const reach = reachRegex.exec(freetext); - if (reach && reach[1]) { - finalSetAttrs[`${repeatingString}reach`] = `${reach[1]}ft.`; - freetext = freetext.replace(reachRegex, ''); - } - const range = rangeRegex.exec(freetext); - if (range && range[1] && range[2]) { - finalSetAttrs[`${repeatingString}range`] = `${range[1]}ft.`; - freetext = freetext.replace(rangeRegex, ''); - } - - const toHit = toHitRegex.exec(freetext); - if (toHit && toHit[1]) { - let hitBonus = toHit[1]; - hitBonus -= pb; - - hitBonus = this.getCorrectAbilityBasedOnBonus(finalSetAttrs, repeatingString, 'attack_ability', hitBonus, spellMods, meleeMods, spellAttack, rangedAttack, dexMod); - - if (hitBonus) { - finalSetAttrs[`${repeatingString}attack_bonus`] = hitBonus; - } - freetext = freetext.replace(toHitRegex, ''); - finalSetAttrs[`${repeatingString}roll_toggle`] = TOGGLE_VARS.roll; - } else { - finalSetAttrs[`${repeatingString}roll_toggle`] = '0'; - } - - const savingThrow = savingThrowRegex.exec(freetext); - if (savingThrow) { - if (savingThrow[1]) { - let savingThrowTotal = savingThrow[1]; - savingThrowTotal -= 8; - savingThrowTotal -= pb; - - savingThrowTotal = this.getAnyCorrectAbilityBasedOnBonus(finalSetAttrs, repeatingString, 'saving_throw_ability', savingThrowTotal, abilityMods); - - if (savingThrowTotal) { - finalSetAttrs[`${repeatingString}saving_throw_bonus`] = savingThrowTotal; - } - freetext = freetext.replace(savingThrowRegex, ''); - finalSetAttrs[`${repeatingString}saving_throw_toggle`] = TOGGLE_VARS.saving_throw; - } - if (savingThrow[2]) { - finalSetAttrs[`${repeatingString}saving_throw_vs_ability`] = savingThrow[2].toUpperCase(); - } - const halfDamage = saveSuccessRegex.exec(freetext); - if (halfDamage && halfDamage[1]) { - finalSetAttrs[`${repeatingString}saving_throw_success`] = halfDamage[1]; - freetext = freetext.replace(saveSuccessRegex, ''); - } - } else { - finalSetAttrs[`${repeatingString}saving_throw_toggle`] = '0'; - } - - freetext = this.parseDamage(finalSetAttrs, repeatingString, freetext, damageRegex, 'damage', spellMods, meleeMods, spellAttack, rangedAttack, dexMod); - freetext = this.parseDamage(finalSetAttrs, repeatingString, freetext, altDamageRegex, 'second_damage', spellMods, meleeMods, spellAttack, rangedAttack, dexMod); - freetext = this.parseDamage(finalSetAttrs, repeatingString, freetext, damagePlusRegex, 'second_damage', spellMods, meleeMods, spellAttack, rangedAttack, dexMod); - if (!exists(finalSetAttrs[`${repeatingString}second_damage`])) { - freetext = this.parseDamage(finalSetAttrs, repeatingString, freetext, damageRegex, 'second_damage', spellMods, meleeMods, spellAttack, rangedAttack, dexMod); - } - - finalSetAttrs[`${repeatingString}extras_toggle`] = TOGGLE_VARS.extras; - finalSetAttrs[`${repeatingString}toggle_details`] = 0; - } - }, - setFinalAttrsCallback: () => { - this.update(type, rowId); - }, - }); - } - count(type) { - getSetRepeatingItems('actions.count', { - repeatingItems: [`repeating_${type}`], - collectionArray: [`${type}s_exist`], - callback: (v, finalSetAttrs, ids) => { - if (ids.length > 0) { - finalSetAttrs[`${type}s_exist`] = 1; - } else if (exists(v[`${type}s_exist`])) { - finalSetAttrs[`${type}s_exist`] = 0; - } - }, - }); - } - setup() { - on('change:pb', () => { - this.update(); - }); - on('change:repeating_trait', (eventInfo) => { - this.updateIfTriggered('trait', eventInfo); - }); - on('change:repeating_action', (eventInfo) => { - this.updateIfTriggered('action', eventInfo); - }); - on('change:repeating_reaction', (eventInfo) => { - this.updateIfTriggered('reaction', eventInfo); - }); - on('change:repeating_legendaryaction', (eventInfo) => { - this.updateIfTriggered('legendaryaction', eventInfo); - }); - on('change:repeating_lairaction', (eventInfo) => { - this.updateIfTriggered('lairaction', eventInfo); - }); - on('change:repeating_regionaleffect', (eventInfo) => { - this.updateIfTriggered('regionaleffect', eventInfo); - }); - on('change:repeating_trait remove:repeating_trait', () => { - this.count('trait'); - this.updateChatMacro('trait'); - }); - on('change:repeating_action remove:repeating_action', () => { - this.count('action'); - this.updateChatMacro('action'); - }); - on('change:repeating_reaction remove:repeating_reaction', () => { - this.count('reaction'); - this.updateChatMacro('reaction'); - }); - on('change:repeating_legendaryaction remove:repeating_legendaryaction', () => { - this.count('legendaryaction'); - this.updateChatMacro('legendaryaction'); - }); - on('change:repeating_lairaction remove:repeating_lairaction', () => { - this.count('lairaction'); - this.updateChatMacro('lairaction'); - }); - on('change:repeating_regionaleffect remove:repeating_regionaleffect', () => { - this.count('regionaleffect'); - this.updateChatMacro('regionaleffect'); - }); - on('change:repeating_trait:freetext', (eventInfo) => { - this.parse('trait', getRepeatingInfo('repeating_trait', eventInfo).rowId); - }); - on('change:repeating_action:freetext', (eventInfo) => { - this.parse('action', getRepeatingInfo('repeating_action', eventInfo).rowId); - }); - on('change:repeating_reaction:freetext', (eventInfo) => { - this.parse('reaction', getRepeatingInfo('repeating_reaction', eventInfo).rowId); - }); - on('change:repeating_legendaryaction:freetext', (eventInfo) => { - this.parse('legendaryaction', getRepeatingInfo('repeating_legendaryaction', eventInfo).rowId); - }); - on('change:repeating_lairaction:freetext', (eventInfo) => { - this.parse('lairaction', getRepeatingInfo('repeating_lairaction', eventInfo).rowId); - }); - on('change:global_attack_bonus change:global_melee_attack_bonus change:global_ranged_attack_bonus change:global_damage_bonus change:global_melee_damage_bonus change:global_ranged_damage_bonus change:ammo_auto_use', () => { - this.update('action'); - this.update('reaction'); - this.update('legendaryaction'); - this.update('lairaction'); - }); - } -} diff --git a/5eShaped/precompiled/scripts/Attachers.js b/5eShaped/precompiled/scripts/Attachers.js deleted file mode 100644 index 365e2969b8..0000000000 --- a/5eShaped/precompiled/scripts/Attachers.js +++ /dev/null @@ -1,60 +0,0 @@ -/* global on:false */ - -import { ABILITIES } from './constants'; -import { getSetRepeatingItems, exists } from './utilities'; - -export class Attachers { - update() { - const collectionArray = ['attacher_initiative', 'attacher_death_saving_throw', 'attacher_hit_dice', 'attacher_attack', 'attacher_spell', 'attacher_skill', 'attacher_crit']; - const itemsToPush = ['initiative', 'death_saving_throw', 'hit_dice', 'attack', 'spell', 'skill']; - for (const ability of ABILITIES) { - collectionArray.push(`attacher_${ability}_check`); - collectionArray.push(`attacher_${ability}_saving_throw`); - itemsToPush.push(`${ability}_check`); - itemsToPush.push(`${ability}_saving_throw`); - } - - getSetRepeatingItems('attachers.update', { - repeatingItems: ['repeating_attacher'], - collectionArray, - collectionArrayAddItems: ['name', 'freetext', 'freeform', 'crit_attacher'], - itemsToPush, - itemToPushSuffix: 'attacher', - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const itemToPush of itemsToPush) { - finalSetAttrs[`attacher_${itemToPush}`] = ''; - } - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - for (const itemToPush of itemsToPush) { - const attacher = v[`${repeatingString}${itemToPush}_attacher`]; - if (exists(attacher) && attacher === 'on') { - const attacherName = v[`${repeatingString}name`] || ''; - - const freeText = v[`${repeatingString}freetext`]; - if (exists(attacherName) && exists(freeText)) { - const critAttacher = v[`${repeatingString}crit_attacher`]; - if (critAttacher === 'on') { - finalSetAttrs[`attacher_${itemToPush}`] += `{{crit_name=${attacherName}}} `; - finalSetAttrs[`attacher_${itemToPush}`] += `{{crit_text=${freeText}}} `; - } else { - finalSetAttrs[`attacher_${itemToPush}`] += `{{${attacherName}=${freeText}}} `; - } - } - const freeForm = v[`${repeatingString}freeform`]; - if (exists(freeForm)) { - finalSetAttrs[`attacher_${itemToPush}`] += `${freeForm} `; - } - } - } - } - }, - }); - } - setup() { - on('change:repeating_attacher remove:repeating_attacher', () => { - this.update(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/Attacks.js b/5eShaped/precompiled/scripts/Attacks.js deleted file mode 100644 index 4d152333b5..0000000000 --- a/5eShaped/precompiled/scripts/Attacks.js +++ /dev/null @@ -1,183 +0,0 @@ -/* global on:false, generateRowID:false */ -import { ABILITIES } from './constants'; -import { updateAttackToggle, updateSavingThrowToggle, updateDamageToggle } from './updateToggles'; -import { getSetRepeatingItems, isUndefinedOrEmpty, setFinalAttrs, setCritDamage, sumRepeating, lowercaseDamageTypes, exists, getIntValue, getRepeatingInfo } from './utilities'; - -export class Attacks { - findAmmo(name, callback) { - let repeatingString; - - getSetRepeatingItems('attacks.findAmmo', { - repeatingItems: ['repeating_ammo'], - collectionArrayAddItems: ['name', 'qty'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - repeatingString = `${repeatingItem}_${id}_`; - if (v[`${repeatingString}name`] === name) { - callback(`@{${repeatingString}qty}`); - return; - } - } - console.warn(`cannot find ammo field by the name ${name}, adding it`); - repeatingString = `${repeatingItem}_${generateRowID()}_`; - finalSetAttrs[`${repeatingString}name`] = name; - finalSetAttrs[`${repeatingString}qty`] = 20; - callback(`@{${repeatingString}qty}`); - }, - }); - } - update(rowId) { - const collectionArray = ['pb', 'strength_mod', 'finesse_mod', 'global_attack_bonus', 'global_melee_attack_bonus', 'global_ranged_attack_bonus', 'global_damage_bonus', 'global_melee_damage_bonus', 'global_ranged_damage_bonus', 'default_ability', 'ammo_auto_use', 'base_dc']; - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_mod`); - } - - getSetRepeatingItems('attacks.update', { - repeatingItems: ['repeating_attack'], - collectionArray, - collectionArrayAddItems: ['name', 'type', 'roll_toggle', 'to_hit', 'attack_formula', 'proficiency', 'attack_ability', 'attack_bonus', 'ammo_toggle_var', 'ammo_field_name', 'ammo_used', 'saving_throw_toggle', 'saving_throw_ability', 'saving_throw_bonus', 'saving_throw_dc', 'damage_toggle', 'damage_formula', 'damage', 'damage_ability', 'damage_bonus', 'damage_type', 'damage_crit', 'second_damage_toggle', 'second_damage_formula', 'second_damage', 'second_damage_ability', 'second_damage_bonus', 'second_damage_type', 'second_damage_crit', 'damage_string', 'modifiers', 'properties', 'weight', 'parsed'], - rowId, - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - const attackName = v[`${repeatingString}name`]; - if (isUndefinedOrEmpty(attackName)) { - return; - } - - if (isUndefinedOrEmpty(v[`${repeatingString}parsed`]) || v[`${repeatingString}parsed`].indexOf('modifiers') === -1) { - const attackModifiers = v[`${repeatingString}modifiers`]; - if (exists(attackModifiers)) { - const attackBonus = attackModifiers.replace(/.*(?:Melee|Ranged) Attacks \+(\d+).*/gi, '$1'); - const damageBonus = attackModifiers.replace(/.*(?:Melee|Ranged) Damage \+(\d+).*/gi, '$1'); - - finalSetAttrs[`${repeatingString}attack_bonus`] = attackBonus; - finalSetAttrs[`${repeatingString}damage_bonus`] = damageBonus; - if (!finalSetAttrs[`${repeatingString}parsed`]) { - finalSetAttrs[`${repeatingString}parsed`] = ''; - } - finalSetAttrs[`${repeatingString}parsed`] += ' modifiers'; - } - } - if (isUndefinedOrEmpty(v[`${repeatingString}parsed`]) || v[`${repeatingString}parsed`].indexOf('attackProperties') === -1) { - const attackProperties = v[`${repeatingString}properties`]; - if (exists(attackProperties)) { - if (attackProperties.indexOf('Reach') !== -1) { - finalSetAttrs[`${repeatingString}reach`] = '10 ft'; - } else if (v[`${repeatingString}type`] === 'Melee Weapon') { - finalSetAttrs[`${repeatingString}reach`] = '5 ft'; - } - if (attackProperties.indexOf('Finesse') !== -1) { - finalSetAttrs[`${repeatingString}attack_ability`] = 'finesse'; - finalSetAttrs[`${repeatingString}damage_ability`] = 'finesse'; - } - if (!finalSetAttrs[`${repeatingString}parsed`]) { - finalSetAttrs[`${repeatingString}parsed`] = ''; - } - finalSetAttrs[`${repeatingString}parsed`] += ' attackProperties'; - } - } - - const attackOptions = { - globalAttackBonus: v.global_attack_bonus, - globalAttackBonusLabel: 'global attack bonus', - globalMeleeAttackBonus: v.global_melee_attack_bonus, - globalRangedAttackBonus: v.global_ranged_attack_bonus, - type: 'attack', - }; - updateAttackToggle(v, finalSetAttrs, repeatingString, attackOptions); - - const ammoName = v[`${repeatingString}ammo_field_name`]; - const ammoUsed = getIntValue(v[`${repeatingString}ammo_used`], 1); - if (!isUndefinedOrEmpty(ammoName)) { - let ammoAutoUse; - if (v.ammo_auto_use === '1') { - ammoAutoUse = 1; - } else { - ammoAutoUse = 0; - } - - this.findAmmo(ammoName, (ammoQtyName) => { - const setAmmo = {}; - setAmmo[`${repeatingString}ammo_toggle_var`] = `{{ammo=[[${ammoQtyName}-${ammoAutoUse * ammoUsed}]]}} {{ammo_name=${ammoName}}}`; - setFinalAttrs(v, setAmmo, 'findAmmo'); - }); - } - - updateSavingThrowToggle(v, finalSetAttrs, repeatingString); - - const damageOptions = { - globalDamageBonus: v.global_damage_bonus, - globalMeleeDamageBonus: v.global_melee_damage_bonus, - globalRangedDamageBonus: v.global_ranged_damage_bonus, - type: 'attack', - }; - updateDamageToggle(v, finalSetAttrs, repeatingString, damageOptions); - if (v.damage_type) { - finalSetAttrs.damage_type = lowercaseDamageTypes(v.damage_type); - } - if (v.second_damage_type) { - finalSetAttrs.second_damage_type = lowercaseDamageTypes(v.second_damage_type); - } - setCritDamage(v, finalSetAttrs, repeatingString); - } - }, - }); - } - weigh() { - const options = { - collection: 'attack', - toggle: 'carried', - qty: 'qty', - }; - const sumItems = [ - { - fieldToAdd: 'weight', - itemTotal: 'weight_total', - totalField: 'weight_attacks', - }, - ]; - sumRepeating(options, sumItems); - } - updateChatMacro() { - getSetRepeatingItems('attacks.updateChatMacro', { - repeatingItems: ['repeating_attack'], - collectionArray: ['attacks_macro_var'], - collectionArrayAddItems: ['name'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - finalSetAttrs.attacks_macro_var = ''; - - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - let actionName = v[`${repeatingString}name`]; - if (actionName && actionName.length > 50) { - actionName = `${actionName.substring(0, 50)}...`; - } - - if (id !== ids[0]) { - finalSetAttrs.attacks_macro_var += ', '; - } - - finalSetAttrs.attacks_macro_var += `[${actionName}](~repeating_attack_${id}_attack)`; - } - }, - }); - } - setup() { - on('change:repeating_attack', (eventInfo) => { - const repeatingInfo = getRepeatingInfo('repeating_attack', eventInfo); - if (repeatingInfo && repeatingInfo.field !== 'roll_toggle' && repeatingInfo.field !== 'toggle_details' && repeatingInfo.field !== 'to_hit' && repeatingInfo.field !== 'attack_formula' && repeatingInfo.field !== 'damage_formula' && repeatingInfo.field !== 'damage_crit' && repeatingInfo.field !== 'second_damage_formula' && repeatingInfo.field !== 'second_damage_crit' && repeatingInfo.field !== 'damage_string' && repeatingInfo.field !== 'saving_throw_dc' && repeatingInfo.field !== 'qty' && repeatingInfo.field !== 'weight' && repeatingInfo.field !== 'parsed') { - this.update(repeatingInfo.row); - } - }); - on('change:pb, change:global_attack_bonus change:global_melee_attack_bonus change:global_ranged_attack_bonus change:global_damage_bonus change:global_melee_damage_bonus change:global_ranged_damage_bonus change:ammo_auto_use', () => { - this.update(); - }); - on('change:repeating_attack:carried change:repeating_attack:qty change:repeating_attack:weight remove:repeating_attack', () => { - this.weigh(); - }); - on('change:repeating_attack remove:repeating_attack', () => { - this.updateChatMacro(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/Character.js b/5eShaped/precompiled/scripts/Character.js deleted file mode 100644 index f95edd881c..0000000000 --- a/5eShaped/precompiled/scripts/Character.js +++ /dev/null @@ -1,314 +0,0 @@ -/* global on:false */ - -import { ABILITIES, CLASSES } from './constants'; -import { ClassFeatures } from './ClassFeatures'; -const classFeatures = new ClassFeatures(); -import { Spells } from './Spells'; -const spells = new Spells(); -import { getSetItems, getSetRepeatingItems, isUndefinedOrEmpty, getIntValue, exists, capitalize, getRepeatingInfo, updateHD } from './utilities'; - -export class Character { - updateLevels(repeatingInfo) { - const defaultClassDetails = { - barbarian: { - hd: 'd12', - }, - bard: { - hd: 'd8', - spellcasting: 'full', - }, - cleric: { - hd: 'd8', - spellcasting: 'full', - }, - druid: { - hd: 'd8', - spellcasting: 'full', - }, - fighter: { - hd: 'd10', - }, - monk: { - hd: 'd8', - }, - paladin: { - hd: 'd10', - spellcasting: 'half', - }, - ranger: { - hd: 'd10', - spellcasting: 'half', - }, - rogue: { - hd: 'd8', - }, - sorcerer: { - hd: 'd6', - spellcasting: 'full', - }, - warlock: { - hd: 'd8', - spellcasting: 'warlock', - }, - wizard: { - hd: 'd6', - spellcasting: 'full', - }, - }; - const hd = { - d20: 0, - d12: 0, - d10: 0, - d8: 0, - d6: 0, - d4: 0, - d2: 0, - d0: 0, - }; - const spellcasting = { - full: 0, - half: 0, - third: 0, - warlock: 0, - }; - let totalLevel = 0; - const classLevels = {}; - let classesWithSpellcasting = 0; - const xpTable = [0, 300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000, 85000, 100000, 120000, 140000, 165000, 195000, 225000, 265000, 305000, 355000, 385000, 405000, 435000, 465000, 495000, 525000, 555000, 585000, 605000, 635000, 665000]; - - const collectionArray = ['is_npc', 'caster_level', 'caster_type', 'class_and_level', 'level', 'xp_next_level']; - for (const className of CLASSES) { - collectionArray.push(`${className}_level`); - collectionArray.push(`has_${className}_levels`); - } - for (const key in hd) { - if (hd.hasOwnProperty(key)) { - collectionArray.push(`hd_${key}_max`); - collectionArray.push(`hd_${key}_query`); - collectionArray.push(`hd_${key}_toggle`); - } - } - - getSetRepeatingItems('character.updateLevels', { - repeatingItems: ['repeating_class'], - collectionArray, - collectionArrayAddItems: ['level', 'name', 'custom_name', 'hd', 'spellcasting', 'custom_class_toggle'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const className of CLASSES) { - finalSetAttrs[`${className}_level`] = 0; - } - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - let className = v[`${repeatingString}name`]; - let classLevel = v[`${repeatingString}level`]; - - if (isUndefinedOrEmpty(className) && isUndefinedOrEmpty(classLevel)) { - continue; - } - - if (isUndefinedOrEmpty(className)) { - className = 'barbarian'; - } - if (className === 'custom') { - finalSetAttrs[`${repeatingString}custom_class_toggle`] = 'on'; - const customName = v[`${repeatingString}custom_name`]; - if (exists(customName)) { - className = customName; - } else { - className = 'custom'; - } - } else if (v[`${repeatingString}custom_class_toggle`]) { - finalSetAttrs[`${repeatingString}custom_class_toggle`] = 0; - } - - if (isUndefinedOrEmpty(classLevel)) { - classLevel = 1; - finalSetAttrs[`${repeatingString}level`] = classLevel; - finalSetAttrs[`${className}_level`] = classLevel; - } else { - classLevel = getIntValue(classLevel); - totalLevel += classLevel; - if (classLevels[className]) { - classLevels[className] += classLevel; - } else { - classLevels[className] = classLevel; - } - } - - let classHd = v[`${repeatingString}hd`]; - if (isUndefinedOrEmpty(classHd) || (repeatingInfo && repeatingInfo.field === 'name')) { - if (defaultClassDetails.hasOwnProperty(className)) { - classHd = defaultClassDetails[className].hd; - } else { - classHd = 'd12'; - } - finalSetAttrs[`${repeatingString}hd`] = classHd; - } - if (classHd && classLevel) { - hd[classHd] += classLevel; - } - - let classSpellcasting = v[`${repeatingString}spellcasting`]; - if (isUndefinedOrEmpty(classSpellcasting)) { - if (defaultClassDetails.hasOwnProperty(className)) { - classSpellcasting = defaultClassDetails[className].spellcasting; - if (classSpellcasting) { - finalSetAttrs[`${repeatingString}spellcasting`] = classSpellcasting; - } - } else { - finalSetAttrs[`${repeatingString}spellcasting`] = 'none'; - } - } else if (classSpellcasting === 'warlock') { - spellcasting[classSpellcasting] += classLevel; - } else { - classesWithSpellcasting += 1; - spellcasting[classSpellcasting] += classLevel; - } - } - - finalSetAttrs.number_of_classes = 0; - finalSetAttrs.class_and_level = ''; - for (const prop in classLevels) { - if (classLevels.hasOwnProperty(prop)) { - finalSetAttrs.number_of_classes = finalSetAttrs.number_of_classes + 1; - if (classLevels.hasOwnProperty(prop)) { - finalSetAttrs[`${prop}_level`] = classLevels[prop]; - if (finalSetAttrs.class_and_level !== '') { - finalSetAttrs.class_and_level += ', '; - } - finalSetAttrs.class_and_level += `${capitalize(prop)} ${classLevels[prop]}`; - } - } - } - - finalSetAttrs.level = totalLevel; - - let xpForNextLevel = 0; - if (!totalLevel) { - totalLevel = 0; - } - if (totalLevel > 30) { - xpForNextLevel = xpTable[30]; - } else { - xpForNextLevel = xpTable[totalLevel]; - } - finalSetAttrs.xp_next_level = xpForNextLevel; - - for (const className of CLASSES) { - if (finalSetAttrs[`${className}_level`] > 0) { - finalSetAttrs[`has_${className}_levels`] = 1; - } else if (!isUndefinedOrEmpty(v[`has_${className}_levels`])) { - finalSetAttrs[`has_${className}_levels`] = 0; - } - } - - updateHD(v, finalSetAttrs, hd); - - let casterLevel = 0; - if (!v.is_npc || v.is_npc === '0' || v.is_npc === 0) { - if (classesWithSpellcasting > 1) { - casterLevel += spellcasting.full; - casterLevel += Math.floor(spellcasting.half / 2); - casterLevel += Math.floor(spellcasting.third / 3); - } else { - casterLevel = spellcasting.full + spellcasting.half + spellcasting.third; - } - finalSetAttrs.caster_level = casterLevel; - } - - if (classesWithSpellcasting > 1 || spellcasting.full) { - finalSetAttrs.caster_type = 'full'; - } else if (spellcasting.half) { - finalSetAttrs.caster_type = 'half'; - } else if (spellcasting.third) { - finalSetAttrs.caster_type = 'third'; - } - }, - setFinalAttrsCallback: () => { - classFeatures.set(); - spells.updateSlots(); - }, - }); - } - watchForClassLevelChanges() { - const classFeatureWatch = []; - for (const ability of ABILITIES) { - classFeatureWatch.push(`change:${ability}_mod`); - } - classFeatureWatch.push('change:careful_spell_toggle'); - classFeatureWatch.push('change:distant_spell_toggle'); - classFeatureWatch.push('change:empowered_spell_toggle'); - classFeatureWatch.push('change:extended_spell_toggle'); - classFeatureWatch.push('change:heightened_spell_toggle'); - classFeatureWatch.push('change:quickened_spell_toggle'); - classFeatureWatch.push('change:subtle_spell_toggle'); - classFeatureWatch.push('change:twinned_spell_toggle'); - - on(classFeatureWatch.join(' '), () => { - classFeatures.set(); - }); - } - updateJackOfAllTrades() { - getSetItems('character.updateJackOfAllTrades', { - collectionArray: ['pb', 'jack_of_all_trades'], - callback: (v, finalSetAttrs) => { - finalSetAttrs.jack_of_all_trades = Math.floor(getIntValue(v.pb) / 2); - }, - }); - } - updateRemarkableAthlete() { - getSetItems('character.updateRemarkableAthlete', { - collectionArray: ['pb', 'remarkable_athlete'], - callback: (v, finalSetAttrs) => { - finalSetAttrs.remarkable_athlete = Math.ceil(getIntValue(v.pb) / 2); - }, - }); - } - updateD20Mod() { - getSetItems('character.updateD20Mod', { - collectionArray: ['halfling_luck'], - callback: (v, finalSetAttrs) => { - if (v.halfling_luck === 'on') { - finalSetAttrs.d20_mod = 'ro<1'; - } else { - finalSetAttrs.d20_mod = ''; - } - }, - }); - } - updateAlignment() { - getSetItems('character.updateAlignment', { - collectionArray: ['alignment', 'is_npc'], - callback: (v, finalSetAttrs) => { - if (v.alignment && v.is_npc === '1') { - finalSetAttrs.alignment = v.alignment.toLowerCase(); - } - }, - }); - } - setup() { - on('change:repeating_class', (eventInfo) => { - const repeatingInfo = getRepeatingInfo('repeating_class', eventInfo); - if (repeatingInfo) { - this.updateLevels(repeatingInfo); - } - }); - on('remove:repeating_class', () => { - this.updateLevels(); - }); - on('change:halfling_luck', () => { - this.updateD20Mod(); - }); - on('change:alignment', () => { - this.updateAlignment(); - }); - on('change:pb change:remarkable_athlete_toggle', () => { - this.updateRemarkableAthlete(); - }); - on('change:pb change:jack_of_all_trades_toggle', () => { - this.updateJackOfAllTrades(); - }); - this.watchForClassLevelChanges(); - } -} diff --git a/5eShaped/precompiled/scripts/ClassFeatures.js b/5eShaped/precompiled/scripts/ClassFeatures.js deleted file mode 100644 index 003cce39fc..0000000000 --- a/5eShaped/precompiled/scripts/ClassFeatures.js +++ /dev/null @@ -1,966 +0,0 @@ -/* global getTranslationByKey:false */ - -import { getSetItems, isUndefinedOrEmpty, getIntValue } from './utilities'; -import { CLASSES, ABILITIES, TOGGLE_VARS } from './constants'; -import { Traits } from './Traits'; -const traits = new Traits(); - -export class ClassFeatures { - extraAttack(v) { - if (v.fighter_level >= 5) { - let extraAttackTimes; - if (v.fighter_level >= 20) { - extraAttackTimes = getTranslationByKey('CLASS_FEATURE_EXTRA_ATTACK_FOUR'); - } else if (v.fighter_level >= 11) { - extraAttackTimes = getTranslationByKey('CLASS_FEATURE_EXTRA_ATTACK_THREE'); - } else { - extraAttackTimes = getTranslationByKey('CLASS_FEATURE_EXTRA_ATTACK_TWICE'); - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_EXTRA_ATTACK_TEXT').replace('NUMBER_OF_TIMES', extraAttackTimes), - name: getTranslationByKey('CLASS_FEATURE_EXTRA_ATTACK'), - storageName: 'Extra Attack', - }); - } else if (v.barbarian_level >= 5 || v.monk_level >= 5 || v.paladin_level >= 5 || v.ranger_level >= 5) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_EXTRA_ATTACK_TEXT').replace('NUMBER_OF_TIMES', getTranslationByKey('CLASS_FEATURE_EXTRA_ATTACK_TWICE')), - name: getTranslationByKey('CLASS_FEATURE_EXTRA_ATTACK'), - storageName: 'Extra Attack', - }); - } - } - barbarian(v, finalSetAttrs) { - if (v.barbarian_level) { - let rageUses; - if (v.barbarian_level >= 20) { - rageUses = 999999; - } else if (v.barbarian_level >= 17) { - rageUses = 6; - } else if (v.barbarian_level >= 12) { - rageUses = 5; - } else if (v.barbarian_level >= 6) { - rageUses = 4; - } else if (v.barbarian_level >= 3) { - rageUses = 3; - } else { - rageUses = 2; - } - - let rageDamage; - if (v.barbarian_level >= 16) { - rageDamage = 4; - } else if (v.barbarian_level >= 9) { - rageDamage = 3; - } else { - rageDamage = 2; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_RAGE_TEXT').replace('RAGE_DAMAGE', rageDamage), - name: getTranslationByKey('CLASS_FEATURE_RAGE'), - recharge: 'Long Rest', - storageName: 'Rage', - type: 'Other', - uses_max: rageUses, - }); - - if (isUndefinedOrEmpty(v.ac_unarmored_ability)) { - finalSetAttrs.ac_unarmored_ability = 'constitution'; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_UNARMORED_DEFENSE'), - storageName: 'Unarmored Defense Barbarian', - }); - - if (v.barbarian_level >= 2) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_RECKLESS_ATTACK_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_RECKLESS_ATTACK'), - storageName: 'Reckless Attack', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_DANGER_SENSE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_DANGER_SENSE'), - storageName: 'Danger Sense', - }); - } - if (v.barbarian_level >= 5) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_FAST_MOVEMENT_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_FAST_MOVEMENT'), - storageName: 'Fast Movement', - }); - } - if (v.barbarian_level >= 7) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_FERAL_INSTINCT_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_FERAL_INSTINCT'), - storageName: 'Feral Instinct', - }); - } - if (v.barbarian_level >= 9) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_BRUTAL_CRITICAL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_BRUTAL_CRITICAL'), - storageName: 'Brutal Critical', - }); - } - if (v.barbarian_level >= 11) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_RELENTLESS_RAGE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_RELENTLESS_RAGE'), - storageName: 'Relentless Rage', - }); - } - if (v.barbarian_level >= 15) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_PERSISTENT_RAGE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_PERSISTENT_RAGE'), - storageName: 'Persistent Rage', - }); - } - if (v.barbarian_level >= 18) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_INDOMITABLE_MIGHT'), - storageName: 'Indomitable Might', - }); - } - if (v.barbarian_level >= 20) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_PRIMAL_CHAMPION_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_PRIMAL_CHAMPION'), - storageName: 'Primal Champion', - }); - } - } - } - bard(v, finalSetAttrs) { - if (v.bard_level) { - let die; - if (v.bard_level >= 15) { - die = 'd12'; - } else if (v.bard_level >= 10) { - die = 'd10'; - } else if (v.bard_level >= 5) { - die = 'd8'; - } else { - die = 'd6'; - } - let recharge = 'Long Rest'; - if (v.bard_level >= 5) { - recharge = 'Short Rest'; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_BARDIC_INSPIRATION_TEXT').replace('d6', die), - name: getTranslationByKey('CLASS_FEATURE_BARDIC_INSPIRATION'), - recharge, - storageName: 'Bardic Inspiration', - uses_max: Math.max(getIntValue(v.charisma_mod), 1), - }); - - if (v.bard_level >= 2) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_JACK_OF_ALL_TRADES'), - storageName: 'Jack of All Trades', - }); - finalSetAttrs.jack_of_all_trades_toggle = '@{jack_of_all_trades}'; - - let heal; - if (v.bard_level >= 17) { - heal = 'd12'; - } else if (v.bard_level >= 13) { - heal = 'd10'; - } else if (v.bard_level >= 9) { - heal = 'd8'; - } else { - heal = 'd6'; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_SONG_OF_REST_TEXT'), - heal, - name: getTranslationByKey('CLASS_FEATURE_SONG_OF_REST'), - storageName: 'Song of Rest', - }); - } - if (v.bard_level >= 3) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_EXPERTISE_BARD_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_EXPERTISE'), - storageName: 'Expertise Bard', - }); - } - if (v.bard_level >= 6) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_COUNTERCHARM_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_COUNTERCHARM'), - storageName: 'Countercharm', - }); - } - if (v.bard_level >= 10) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_MAGICAL_SECRETS_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_MAGICAL_SECRETS'), - storageName: 'Magical Secrets', - }); - } - if (v.bard_level >= 20) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_SUPERIOR_INSPIRATION'), - storageName: 'Superior Inspiration', - }); - } - } - } - cleric(v) { - if (v.cleric_level) { - if (v.cleric_level >= 2) { - let channelDivinityUses; - if (v.cleric_level >= 18) { - channelDivinityUses = 3; - } else if (v.cleric_level >= 6) { - channelDivinityUses = 2; - } else { - channelDivinityUses = 1; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_CHANNEL_DIVINITY'), - recharge: 'Short Rest', - storageName: 'Channel Divinity Cleric', - uses_max: channelDivinityUses, - }); - - let turnUndeadText = getTranslationByKey('CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT'); - if (v.cleric_level >= 5) { - let turnUndeadDestroyCR; - if (v.cleric_level >= 17) { - turnUndeadDestroyCR = '4'; - } else if (v.cleric_level >= 14) { - turnUndeadDestroyCR = '3'; - } else if (v.cleric_level >= 11) { - turnUndeadDestroyCR = '2'; - } else if (v.cleric_level >= 8) { - turnUndeadDestroyCR = '1'; - } else { - turnUndeadDestroyCR = '1/2'; - } - turnUndeadText += `\n${getTranslationByKey('CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2').replace('CHALLENGE_RATING', turnUndeadDestroyCR)}`; - } - traits.set({ - freetext: turnUndeadText, - name: getTranslationByKey('CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD'), - saving_throw_ability: 'wisdom', - saving_throw_vs_ability: 'WISDOM', - storageName: 'Turn Undead', - }); - if (v.cleric_level >= 10) { - traits.set({ - freeform: '{{text_top=[[d100]] > [[@{cleric_level}]]}}', - freetext: getTranslationByKey('CLASS_FEATURE_DIVINE_INTERVENTION_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_DIVINE_INTERVENTION'), - storageName: 'Divine Intervention', - uses_max: 1, - }); - } - } - } - } - druid(v) { - if (v.druid_level) { - if (v.druid_level >= 2) { - const wildShapeHours = Math.floor(v.druid_level / 2); - let wildShapeUses; - let wildShapeCR; - let wildShapeLimitations; - - if (v.druid_level >= 4) { - wildShapeCR = '1/2'; - wildShapeLimitations = getTranslationByKey('CLASS_FEATURE_WILD_SHAPE_NO_FLYING'); - } else if (v.druid_level >= 8) { - wildShapeCR = 1; - wildShapeLimitations = ''; - } else { - wildShapeCR = '1/4'; - wildShapeLimitations = getTranslationByKey('CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING'); - } - if (v.druid_level >= 20) { - wildShapeUses = 999999; - } else { - wildShapeUses = 2; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_WILD_SHAPE_TEXT') - .replace('WILD_SHAPE_HOURS', wildShapeHours) - .replace('CHALLENGE_RATING', wildShapeCR) - .replace('LIMITATIONS', ` ${wildShapeLimitations}`), - name: getTranslationByKey('CLASS_FEATURE_WILD_SHAPE'), - recharge: 'Short Rest', - storageName: 'Wild Shape', - uses_max: wildShapeUses, - }); - } - if (v.druid_level >= 18) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_TIMELESS_BODY'), - storageName: 'Timeless Body', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_BEAST_SPELLS_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_BEAST_SPELLS'), - storageName: 'Beast Spells', - }); - } - if (v.druid_level >= 20) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_ARCHDRUID_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_ARCHDRUID'), - storageName: 'Archdruid', - }); - } - } - } - fighter(v) { - if (v.fighter_level) { - traits.set({ - freetext: `${getTranslationByKey('CLASS_FEATURE_FIGHTING_STYLE_TEXT')} ${getTranslationByKey('CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS')}`, - name: getTranslationByKey('CLASS_FEATURE_FIGHTING_STYLE'), - storageName: 'Fighting Style', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_SECOND_WIND_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_SECOND_WIND'), - heal: 'd10 + @{fighter_level}', - recharge: 'Short Rest', - storageName: 'Second Wind', - uses_max: 1, - }); - - if (v.fighter_level >= 2) { - let actionSurgeUses; - if (v.fighter_level >= 17) { - actionSurgeUses = 2; - } else { - actionSurgeUses = 1; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_ACTION_SURGE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_ACTION_SURGE'), - recharge: 'Short Rest', - storageName: 'Action Surge', - uses_max: actionSurgeUses, - }); - } - if (v.fighter_level >= 9) { - let indomitableUses; - if (v.fighter_level >= 17) { - indomitableUses = 3; - } else if (v.fighter_level >= 13) { - indomitableUses = 2; - } else { - indomitableUses = 1; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_INDOMITABLE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_INDOMITABLE'), - recharge: 'Long Rest', - storageName: 'Indomitable', - uses_max: indomitableUses, - }); - } - } - } - monk(v, finalSetAttrs) { - if (v.monk_level) { - if (isUndefinedOrEmpty(v.ac_unarmored_ability)) { - finalSetAttrs.ac_unarmored_ability = 'wisdom'; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_UNARMORED_DEFENSE'), - storageName: 'Unarmored Defense Monk', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_MARTIAL_ARTS_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_MARTIAL_ARTS'), - storageName: 'Martial Arts', - }); - if (v.monk_level >= 2) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_KI_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_KI'), - recharge: 'Short Rest', - storageName: 'Ki', - uses_max: v.monk_level, - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_FLURRY_OF_BLOWS'), - storageName: 'Flurry of Blows', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_PATIENT_DEFENSE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_PATIENT_DEFENSE'), - storageName: 'Patient Defense', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_STEP_OF_THE_WIND_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_STEP_OF_THE_WIND'), - storageName: 'Step of the Wind', - }); - - let unarmoredMovementFeet; - if (v.monk_level >= 18) { - unarmoredMovementFeet = 30; - } else if (v.monk_level >= 14) { - unarmoredMovementFeet = 25; - } else if (v.monk_level >= 10) { - unarmoredMovementFeet = 20; - } else if (v.monk_level >= 6) { - unarmoredMovementFeet = 15; - } else { - unarmoredMovementFeet = 10; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT').replace('UNARMORED_MOVEMENT_FEET', unarmoredMovementFeet), - name: getTranslationByKey('CLASS_FEATURE_UNARMORED_MOVEMENT'), - storageName: 'Unarmored Movement', - }); - } - if (v.monk_level >= 3) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_DEFLECT_MISSILES_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_DEFLECT_MISSILES'), - storageName: 'Deflect Missiles', - }); - } - if (v.monk_level >= 4) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_SLOW_FALL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_SLOW_FALL'), - storageName: 'Slow Fall', - }); - } - if (v.monk_level >= 5) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_STUNNING_STRIKE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_STUNNING_STRIKE'), - saving_throw_ability: 'wisdom', - saving_throw_failure: getTranslationByKey('CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE'), - saving_throw_vs_ability: 'CONSTITUTION', - storageName: 'Stunning Strike', - }); - } - if (v.monk_level >= 6) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_KI_EMPOWERED_STRIKES'), - storageName: 'Ki-Empowered Strikes', - }); - } - if (v.monk_level >= 7) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_EVASION_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_EVASION'), - storageName: 'Evasion', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_STILLNESS_OF_MIND_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_STILLNESS_OF_MIND'), - storageName: 'Stillness of Mind', - }); - } - if (v.monk_level >= 10) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_PURITY_OF_BODY_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_PURITY_OF_BODY'), - storageName: 'Purity of Body', - }); - } - if (v.monk_level >= 13) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON'), - storageName: 'Tongue of the Sun and Moon', - }); - } - if (v.monk_level >= 14) { - finalSetAttrs.death_saving_throw_prof = '@{pb}'; - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_DIAMOND_SOUL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_DIAMOND_SOUL'), - storageName: 'Diamond Soul', - }); - } - if (v.monk_level >= 15) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_TIMELESS_BODY'), - storageName: 'Timeless Body', - }); - } - if (v.monk_level >= 15) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_EMPTY_BODY_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_EMPTY_BODY'), - storageName: 'Empty Body', - }); - } - if (v.monk_level >= 20) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_PERFECT_SELF_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_PERFECT_SELF'), - storageName: 'Perfect Self', - }); - } - } - } - paladin(v) { - if (v.paladin_level) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_DIVINE_SENSE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_DIVINE_SENSE'), - recharge: 'Long Rest', - storageName: 'Divine Sense', - uses_max: Math.max(1 + v.charisma_mod, 1), - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_LAY_ON_HANDS_TEXT'), - heal_query_toggle: TOGGLE_VARS.heal_query, - name: getTranslationByKey('CLASS_FEATURE_LAY_ON_HANDS'), - recharge: 'Long Rest', - storageName: 'Lay on Hands', - uses_max: 5 * v.paladin_level, - }); - - if (v.paladin_level >= 2) { - traits.set({ - freetext: `${getTranslationByKey('CLASS_FEATURE_FIGHTING_STYLE_TEXT')} ${getTranslationByKey('CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS')}`, - name: getTranslationByKey('CLASS_FEATURE_FIGHTING_STYLE'), - storageName: 'Fighting Style', - }); - traits.set({ - damage: '(?{Spell Level|1|2|3|4+, 4} + 1)d8', - damage_type: getTranslationByKey('RADIANT'), - freeform: '{{subheader=(as ?{Spell Level|1|2|3|4+})}}', - freetext: getTranslationByKey('CLASS_FEATURE_DIVINE_SMITE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_DIVINE_SMITE'), - second_damage: 'd8', - second_damage_type: getTranslationByKey('VS_FIEND_OR_UNDEAD'), - storageName: 'Divine Smite', - type: 'Other', - }); - } - if (v.paladin_level >= 3) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_DIVINE_HEALTH_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_DIVINE_HEALTH'), - storageName: 'Divine Health', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_CHANNEL_DIVINITY'), - recharge: 'Short Rest', - storageName: 'Channel Divinity Paladin', - uses_max: 1, - }); - } - if (v.paladin_level >= 6) { - let auraRange; - if (v.paladin_level >= 18) { - auraRange = 30; - } else { - auraRange = 10; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_AURA_OF_PROTECTION_TEXT').replace('AURA_RANGE', auraRange), - name: getTranslationByKey('CLASS_FEATURE_AURA_OF_PROTECTION'), - storageName: 'Aura of Protection', - }); - - if (v.paladin_level >= 10) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_AURA_OF_COURAGE_TEXT').replace('AURA_RANGE', auraRange), - name: getTranslationByKey('CLASS_FEATURE_AURA_OF_COURAGE'), - storageName: 'Aura of Courage', - }); - } - } - if (v.paladin_level >= 11) { - traits.set({ - damage: '1d8', - damage_type: 'radiant', - freetext: getTranslationByKey('CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_IMPROVED_DIVINE_SMITE'), - storageName: 'Improved Divine Smite', - type: 'Other', - }); - } - if (v.paladin_level >= 14) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_CLEANSING_TOUCH_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_CLEANSING_TOUCH'), - recharge: 'Long Rest', - storageName: 'Cleaning Touch', - uses_max: Math.max(getIntValue(v.charisma_mod), 1), - }); - } - } - } - ranger(v) { - if (v.ranger_level) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_FAVORED_ENEMY_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_FAVORED_ENEMY'), - storageName: 'Favored Enemy', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_NATURAL_EXPLORER_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_NATURAL_EXPLORER'), - storageName: 'Natural Explorer', - }); - if (v.ranger_level >= 2) { - traits.set({ - freetext: `${getTranslationByKey('CLASS_FEATURE_FIGHTING_STYLE_TEXT')} ${getTranslationByKey('CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS')}`, - name: getTranslationByKey('CLASS_FEATURE_FIGHTING_STYLE'), - storageName: 'Fighting Style', - }); - } - if (v.ranger_level >= 3) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_PRIMEVAL_AWARENESS'), - storageName: 'Primeval Awareness', - }); - } - if (v.ranger_level >= 8) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_LANDS_STRIDE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_LANDS_STRIDE'), - storageName: 'Land\'s Stride', - }); - } - if (v.ranger_level >= 10) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT'), - storageName: 'Hide in Plain Sight', - }); - } - if (v.ranger_level >= 14) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_VANISH_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_VANISH'), - storageName: 'Vanish', - }); - } - if (v.ranger_level >= 18) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_FERAL_SENSES_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_FERAL_SENSES'), - storageName: 'Feral Senses', - }); - } - if (v.ranger_level >= 20) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_FOE_SLAYER_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_FOE_SLAYER'), - storageName: 'Foe Slayer', - }); - } - } - } - rogue(v) { - if (v.rogue_level) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_EXPERTISE_ROGUE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_EXPERTISE'), - storageName: 'Expertise Rogue', - }); - traits.set({ - damage: `${Math.ceil(getIntValue(v.rogue_level) / 2)}d6`, - freetext: getTranslationByKey('CLASS_FEATURE_SNEAK_ATTACK_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_SNEAK_ATTACK'), - storageName: 'Sneak Attack', - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_THIEVES_CANT_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_THIEVES_CANT'), - storageName: 'Thieves\' Cant', - }); - if (v.rogue_level >= 2) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_CUNNING_ACTION_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_CUNNING_ACTION'), - storageName: 'Cunning Action', - }); - } - if (v.rogue_level >= 5) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_UNCANNY_DODGE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_UNCANNY_DODGE'), - storageName: 'Uncanny Dodge', - }); - } - if (v.rogue_level >= 7) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_EVASION_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_EVASION'), - storageName: 'Evasion', - }); - } - if (v.rogue_level >= 11) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_RELIABLE_TALENT_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_RELIABLE_TALENT'), - storageName: 'Reliable Talent', - }); - } - if (v.rogue_level >= 14) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_BLINDSENSE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_BLINDSENSE'), - storageName: 'Blindsense', - }); - } - if (v.rogue_level >= 15) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_SLIPPERY_MIND_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_SLIPPERY_MIND'), - storageName: 'Slippery Mind', - }); - } - if (v.rogue_level >= 18) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_ELUSIVE_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_ELUSIVE'), - storageName: 'Elusive', - }); - } - if (v.rogue_level >= 20) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_STROKE_OF_LUCK_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_STROKE_OF_LUCK'), - recharge: 'Short Rest', - storageName: 'Stroke of Luck', - uses_max: 1, - }); - } - } - } - sorcerer(v) { - if (v.sorcerer_level) { - if (v.sorcerer_level >= 2) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_SORCERY_POINTS_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_SORCERY_POINTS'), - recharge: 'Long Rest', - storageName: 'Sorcery Points', - uses_max: v.sorcerer_level, - }); - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_FLEXIBLE_CASTING_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_FLEXIBLE_CASTING'), - storageName: 'Flexible Casting', - }); - if (v.sorcerer_level >= 3) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_METAMAGIC_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_METAMAGIC'), - storageName: 'Metamagic', - }); - } - if (v.sorcerer_level >= 20) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_SORCEROUS_RESTORATION'), - storageName: 'Sorcerous Restoration', - }); - } - } - } - } - warlock(v) { - if (v.warlock_level) { - let warlockSpellSlots; - if (v.warlock_level >= 17) { - warlockSpellSlots = 4; - } else if (v.warlock_level >= 11) { - warlockSpellSlots = 3; - } else if (v.warlock_level >= 2) { - warlockSpellSlots = 2; - } else { - warlockSpellSlots = 1; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_WARLOCK_SPELL_SLOTS'), - recharge: 'Short Rest', - storageName: 'Warlock Spell Slots', - uses_max: warlockSpellSlots, - }); - - if (v.warlock_level >= 2) { - let eldritchInvocations; - if (v.warlock_level >= 17) { - eldritchInvocations = 8; - } else if (v.warlock_level >= 15) { - eldritchInvocations = 7; - } else if (v.warlock_level >= 12) { - eldritchInvocations = 6; - } else if (v.warlock_level >= 9) { - eldritchInvocations = 5; - } else if (v.warlock_level >= 7) { - eldritchInvocations = 4; - } else if (v.warlock_level >= 5) { - eldritchInvocations = 3; - } else { - eldritchInvocations = 2; - } - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT').replace('NUMBER_OF_INVOCATIONS_KNOWN', eldritchInvocations), - name: getTranslationByKey('CLASS_FEATURE_ELDRITCH_INVOCATIONS'), - storageName: 'Eldritch Invocations', - }); - } - if (v.warlock_level >= 3) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_PACT_BOON_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_PACT_BOON'), - storageName: 'Pact Boon', - }); - } - if (v.warlock_level >= 11) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_MYSTIC_ARCANUM_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_MYSTIC_ARCANUM'), - storageName: 'Mystic Arcanum', - }); - } - if (v.warlock_level >= 20) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_ELDRITCH_MASTER_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_ELDRITCH_MASTER'), - recharge: 'Long Rest', - storageName: 'Eldritch Master', - }); - } - } - } - wizard(v) { - if (v.wizard_level) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_ARCANE_RECOVERY_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_ARCANE_RECOVERY'), - recharge: 'Long Rest', - storageName: 'Arcane Recovery', - uses_max: 1, - }); - if (v.wizard_level >= 18) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_SPELL_MASTERY_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_SPELL_MASTERY'), - storageName: 'Spell Mastery', - }); - } - if (v.wizard_level >= 20) { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_SIGNATURE_SPELLS_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_SIGNATURE_SPELLS'), - storageName: 'Signature Spells', - }); - } - } - } - metamagic(v) { - if (v.careful_spell_toggle === '1') { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL'), - storageName: 'Careful Spell', - }); - } - if (v.distant_spell_toggle === '1') { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_METAMAGIC_DISTANT_SPELL'), - storageName: 'Distant Spell', - }); - } - if (v.empowered_spell_toggle === '1') { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL'), - storageName: 'Empowered Spell', - }); - } - if (v.extended_spell_toggle === '1') { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL'), - storageName: 'Extended Spell', - }); - } - if (v.heightened_spell_toggle === '1') { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL'), - storageName: 'Heightened Spell', - }); - } - if (v.quickened_spell_toggle === '1') { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL'), - storageName: 'Quickened Spell', - }); - } - if (v.subtle_spell_toggle === '1') { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL'), - storageName: 'Subtle Spell', - }); - } - if (v.twinned_spell_toggle === '1') { - traits.set({ - freetext: getTranslationByKey('CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT'), - name: getTranslationByKey('CLASS_FEATURE_METAMAGIC_TWINNED_SPELL'), - storageName: 'Twinned Spell', - }); - } - } - - set() { - const collectionArray = ['ac_unarmored_ability', 'jack_of_all_trades_toggle', 'careful_spell_toggle', 'distant_spell_toggle', 'empowered_spell_toggle', 'extended_spell_toggle', 'heightened_spell_toggle', 'quickened_spell_toggle', 'subtle_spell_toggle', 'twinned_spell_toggle']; - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_mod`); - } - for (const className of CLASSES) { - collectionArray.push(`${className}_level`); - } - - getSetItems('classFeatures.set', { - collectionArray, - callback: (v, finalSetAttrs) => { - this.extraAttack(v); - this.barbarian(v, finalSetAttrs); - this.bard(v, finalSetAttrs); - this.cleric(v); - this.druid(v); - this.fighter(v); - this.monk(v, finalSetAttrs); - this.paladin(v); - this.ranger(v); - this.rogue(v); - this.sorcerer(v); - this.warlock(v); - this.wizard(v); - this.metamagic(v); - }, - }); - } -} diff --git a/5eShaped/precompiled/scripts/Convert.js b/5eShaped/precompiled/scripts/Convert.js deleted file mode 100644 index 4ccfbce7ea..0000000000 --- a/5eShaped/precompiled/scripts/Convert.js +++ /dev/null @@ -1,335 +0,0 @@ -/* global on:false, generateRowID:false */ - -import { ABILITIES, SKILLS, TOGGLE_VARS } from './constants'; -import { Traits } from './Traits'; -const traits = new Traits(); -import { getSetItems, getSetRepeatingItems, capitalize, getAbilityShortName, getSkillIdByStorageName, getIntValue, ordinalSpellLevel } from './utilities'; - -export class Convert { - parseSpellcastingAbility(v, finalSetAttrs) { - if (v.spellcasting_ability) { - finalSetAttrs.default_ability = v.spellcasting_ability - .replace('@', '') - .replace('{', '') - .replace('_mod', '') - .replace('}', '') - .replace('+', ''); - } - } - parseSizeTypeAlignment(v, finalSetAttrs) { - const type = v.npc_type; - const match = type.match(/(.*?) (.*?), (.*)/i); - if (!type || !type[1] || !type[2] || !type[3]) { - console.error('Character doesn\'t have valid type/size/alignment format'); - } - finalSetAttrs.size = capitalize(match[1]); - finalSetAttrs.type = match[2]; - finalSetAttrs.alignment = match[3]; - } - parseHD(v, finalSetAttrs) { - finalSetAttrs.hp_srd = `${v.hp_max} (${v.npc_hpformula})`; - } - parseSavingThrows(v, finalSetAttrs) { - const savingThrows = []; - for (const ability of ABILITIES) { - const saveValue = v[`npc_${getAbilityShortName(ability)}_save`]; - if (saveValue) { - savingThrows.push(`${getAbilityShortName(ability, true)} +${saveValue}`); - } - } - if (savingThrows.length > 0) { - finalSetAttrs.saving_throws_srd = savingThrows.join(', '); - } - } - parseNPCSkills(v, finalSetAttrs) { - const skills = []; - for (const skill in SKILLS) { - if (SKILLS.hasOwnProperty(skill)) { - const skillValue = v[`npc_${skill.toLowerCase()}`]; - if (skillValue) { - skills.push(`${capitalize(skill.toLowerCase())} +${skillValue}`); - } - } - } - if (skills.length > 1) { - finalSetAttrs.skills_srd = skills.join(', '); - } - } - convertJackOfAllTrades(v, finalSetAttrs) { - if (v.jack_of_all_trades === '(floor(@{pb}/2))') { - finalSetAttrs.jack_of_all_trades_toggle = '@{jack_of_all_trades}'; - } - } - convertProficienciesAndLanguages(v, finalSetAttrs) { - if (v.other_proficiencies_and_languages) { - const proficieniesMatch = v.other_proficiencies_and_languages.match(/Proficiencies. (.*)/i); - if (proficieniesMatch && proficieniesMatch[1]) { - finalSetAttrs.proficiencies = proficieniesMatch[1]; - } - const languagesMatch = v.other_proficiencies_and_languages.match(/Languages. (.*)/i); - if (languagesMatch && languagesMatch[1]) { - finalSetAttrs.languages = languagesMatch[1]; - } - } - } - convertClass() { - getSetRepeatingItems('convert.convertClass', { - repeatingItems: ['repeating_class'], - collectionArray: ['class', 'base_level', 'multiclass1_flag'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - if (v.class) { - let repeatingString = `${repeatingItem}_${generateRowID()}_`; - finalSetAttrs[`${repeatingString}name`] = v.class.toLowerCase(); - finalSetAttrs[`${repeatingString}level`] = getIntValue(v.base_level); - - for (let i = 1; i <= 3; i++) { - if (v[`multiclass${i}_flag`]) { - repeatingString = `${repeatingItem}_${generateRowID()}_`; - finalSetAttrs[`${repeatingString}name`] = v[`multiclass${i}`].toLowerCase(); - finalSetAttrs[`${repeatingString}level`] = getIntValue(v[`multiclass${i}_lvl`]); - } - } - } - }, - }); - } - convertPCSkills() { - const collectionArray = []; - for (const skill in SKILLS) { - if (SKILLS.hasOwnProperty(skill)) { - collectionArray.push(`${skill.toLowerCase()}_prof`); - collectionArray.push(`${skill.toLowerCase()}_type`); - } - } - getSetRepeatingItems('convert.convertPCSkills', { - repeatingItems: ['repeating_skill'], - collectionArray, - collectionArrayAddItems: ['proficiency'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const skill in SKILLS) { - if (SKILLS.hasOwnProperty(skill)) { - const skillId = getSkillIdByStorageName(v, repeatingItem, ids, skill); - const repeatingString = `${repeatingItem}_${skillId}_`; - - if (v[`${skill.toLowerCase()}_type`] === '2') { - finalSetAttrs[`${repeatingString}proficiency`] = 'expertise'; - } else if (v[`${skill.toLowerCase()}_prof`]) { - finalSetAttrs[`${repeatingString}proficiency`] = 'proficient'; - } - } - } - }, - }); - } - convertTraits() { - getSetRepeatingItems('convert.convertTraits', { - repeatingItems: ['repeating_npctrait'], - collectionArrayAddItems: ['name', 'desc'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - traits.set({ - freetext: v[`${repeatingString}desc`], - name: v[`${repeatingString}name`].replace('.', ''), - }); - } - }, - }); - } - convertActions(oldRepeatingName, repeatingName) { - getSetRepeatingItems('convert.convertActions', { - repeatingItems: [`repeating_${oldRepeatingName}`], - collectionArrayAddItems: ['name', 'attack_type_display', 'attack_tohitrange', 'attack_tohit', 'attack_onhit', 'description'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingStringOld = `${repeatingItem}_${id}_`; - const repeatingString = `repeating_${repeatingName}_${generateRowID()}_`; - finalSetAttrs[`${repeatingString}name`] = v[`${repeatingStringOld}name`]; - if (v[`${repeatingStringOld}attack_type_display`]) { - finalSetAttrs[`${repeatingString}freetext`] = `${v[`${repeatingStringOld}attack_type_display`]} ${v[`${repeatingStringOld}attack_tohitrange`]} Hit: `; - if (v[`${repeatingStringOld}attack_onhit`]) { - finalSetAttrs[`${repeatingString}freetext`] += `${v[`${repeatingStringOld}attack_onhit`]}`; - if (v[`${repeatingStringOld}description`]) { - finalSetAttrs[`${repeatingString}freetext`] += ` ${v[`${repeatingStringOld}description`]}`; - } - finalSetAttrs[`${repeatingString}freetext`] += '\n'; - } else { - if (v[`${repeatingStringOld}description`]) { - finalSetAttrs[`${repeatingString}freetext`] += `${v[`${repeatingStringOld}description`]}`; - } - } - } else { - finalSetAttrs[`${repeatingString}freetext`] = v[`${repeatingStringOld}description`]; - } - finalSetAttrs[`${repeatingString}freetext`] = finalSetAttrs[`${repeatingString}freetext`].replace(/Attack:\s?\+(\d+)/i, 'Attack: +$1 to hit'); - } - }, - }); - } - convertNPCSpells() { - getSetRepeatingItems('convert.convertNPCSpells', { - repeatingItems: ['repeating_spell-npc'], - collectionArrayAddItems: ['spellname_base', 'spellprepared', 'spellritual', 'spellschool', 'spellcastingtime', 'spellrange', 'spelltarget', 'spellcomp_v', 'spellcomp_s', 'spellcomp_m', 'spellcomp_materials', 'spellconcentration', 'spellduration', 'spelldescription', 'spellathigherlevels', 'spelloutput', 'spelldamage', 'spelldamagetype', 'spelldamage2', 'spelldamagetype2', 'spellhealing', 'spellsave', 'spellsavesuccess', 'spellhldie'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingStringOld = `${repeatingItem}_${id}_`; - const repeatingString = `repeating_spell_${generateRowID()}_`; - - const nameLevelMatch = v[`${repeatingStringOld}spellname_base`].match(/(.*) \((.*)\)/i); - if (nameLevelMatch && nameLevelMatch[1]) { - finalSetAttrs[`${repeatingString}name`] = nameLevelMatch[1]; - if (nameLevelMatch[2] && nameLevelMatch[2] === 'Cantrip') { - finalSetAttrs[`${repeatingString}level`] = ordinalSpellLevel(0); - } else if (nameLevelMatch[2]) { - finalSetAttrs[`${repeatingString}spell_level`] = ordinalSpellLevel(getIntValue(nameLevelMatch[2].replace('Level ', ''))); - } - } - if (!v[`${repeatingStringOld}spellprepared`] || v[`${repeatingStringOld}spellprepared`] === '1') { - finalSetAttrs[`${repeatingString}is_prepared`] = 'on'; - } - if (v[`${repeatingStringOld}spellritual`]) { - finalSetAttrs[`${repeatingString}ritual`] = 'Yes'; - } - finalSetAttrs[`${repeatingString}school`] = v[`${repeatingStringOld}spellschool`].toUpperCase(); - finalSetAttrs[`${repeatingString}casting_time`] = v[`${repeatingStringOld}spellcastingtime`].trim().toUpperCase().replace(/\s/g, '_'); - finalSetAttrs[`${repeatingString}range`] = v[`${repeatingStringOld}spellrange`]; - finalSetAttrs[`${repeatingString}target`] = v[`${repeatingStringOld}spelltarget`]; - - const components = []; - if (v[`${repeatingStringOld}spellcomp_v`] === '{{v=1}}') { - components.push('V'); - } - if (v[`${repeatingStringOld}spellcomp_s`] === '{{s=1}}') { - components.push('S'); - } - if (v[`${repeatingStringOld}spellcomp_m`] === '{{m=1}}') { - components.push('M'); - } - if (components.length > 0) { - finalSetAttrs[`${repeatingString}components`] = `COMPONENTS_${components.join('_')}`; - } - finalSetAttrs[`${repeatingString}materials`] = v[`${repeatingStringOld}spellcomp_materials`]; - - if (v[`${repeatingStringOld}spellduration`]) { - let duration = ''; - if (v[`${repeatingStringOld}spellconcentration`]) { - duration += 'CONCENTRATION_'; - } - duration += v[`${repeatingStringOld}spellduration`].trim().toUpperCase().replace(/\s/g, '_'); - finalSetAttrs[`${repeatingString}duration`] = duration; - } - if (v[`${repeatingStringOld}spelloutput`] === 'ATTACK') { - finalSetAttrs[`${repeatingString}roll_toggle`] = TOGGLE_VARS.roll; - } - if (v[`${repeatingStringOld}spelldamage`]) { - finalSetAttrs[`${repeatingString}damage_toggle`] = TOGGLE_VARS.damage; - finalSetAttrs[`${repeatingString}damage`] = v[`${repeatingStringOld}spelldamage`]; - } - if (v[`${repeatingStringOld}spelldamagetype`]) { - finalSetAttrs[`${repeatingString}damage_type`] = v[`${repeatingStringOld}spelldamagetype`]; - } - if (v[`${repeatingStringOld}spelldamage2`]) { - finalSetAttrs[`${repeatingString}second_damage`] = v[`${repeatingStringOld}spelldamage2`]; - } - if (v[`${repeatingStringOld}spelldamagetype2`]) { - finalSetAttrs[`${repeatingString}second_damage_type`] = v[`${repeatingStringOld}spelldamagetype2`]; - } - if (v[`${repeatingStringOld}spellhealing`]) { - finalSetAttrs[`${repeatingString}heal`] = v[`${repeatingStringOld}spellhealing`]; - } - if (v[`${repeatingStringOld}spellsave`]) { - finalSetAttrs[`${repeatingString}saving_throw_vs_ability`] = v[`${repeatingStringOld}spellsave`].toUpperCase(); - } - if (v[`${repeatingStringOld}spellsavesuccess`]) { - finalSetAttrs[`${repeatingString}saving_throw_success`] = v[`${repeatingStringOld}spellsavesuccess`]; - } - if (v[`${repeatingStringOld}spellhldie`]) { - finalSetAttrs[`${repeatingString}higher_level_dice`] = v[`${repeatingStringOld}spellhldie`]; - } - if (v[`${repeatingStringOld}spellhldietype`]) { - finalSetAttrs[`${repeatingString}higher_level_die`] = v[`${repeatingStringOld}spellhldietype`]; - } - - finalSetAttrs[`${repeatingString}content`] = `${v[`${repeatingStringOld}spelldescription`]}\nAt Higher Levels: ${v[`${repeatingStringOld}spellathigherlevels`]}`; - - finalSetAttrs[`${repeatingString}toggle_details`] = '0'; - } - }, - }); - } - - convertFromOGL() { - const oldToNew = { - npc: 'is_npc', - npc_ac: 'AC', - npc_actype: 'ac_note', - npc_challenge: 'challenge', - npc_name: 'character_name', - npc_vulnerabilities: 'damage_vulnerabilities', - npc_resistances: 'damage_resistances', - npc_immunities: 'damage_immunities', - npc_condition_immunities: 'condition_immunities', - npc_senses: 'senses', - npc_languages: 'languages', - hp_temp: 'temp_HP', - experience: 'xp', - npc_legendary_actions: 'legendary_action_amount', - }; - const collectionArray = ['npc_type', 'hp_max', 'npc_hpformula', 'jack_of_all_trades', 'other_proficiencies_and_languages', 'spellcasting_ability']; - - for (const ability of ABILITIES) { - collectionArray.push(`npc_${getAbilityShortName(ability).toLowerCase()}_save`); - } - for (const skill in SKILLS) { - if (SKILLS.hasOwnProperty(skill)) { - collectionArray.push(`npc_${skill.toLowerCase()}`); - } - } - for (const key in oldToNew) { - if (oldToNew.hasOwnProperty(key)) { - collectionArray.push(key); - } - } - getSetItems('convert.convertFromOGL', { - collectionArray, - callback: (v, finalSetAttrs) => { - finalSetAttrs.tab = 'core'; - for (const key in oldToNew) { - if (oldToNew.hasOwnProperty(key)) { - if (v[key]) { - finalSetAttrs[oldToNew[key]] = v[key]; - } - } - } - this.parseSpellcastingAbility(v, finalSetAttrs); - this.parseSizeTypeAlignment(v, finalSetAttrs); - this.parseHD(v, finalSetAttrs); - this.parseSavingThrows(v, finalSetAttrs); - this.parseNPCSkills(v, finalSetAttrs); - this.convertJackOfAllTrades(v, finalSetAttrs); - this.convertProficienciesAndLanguages(v, finalSetAttrs); - }, - }); - this.convertPCSkills(); - this.convertTraits(); - this.convertActions('npcaction', 'action'); - this.convertActions('npcaction-l', 'legendaryaction'); - this.convertActions('npcreaction', 'reaction'); - this.convertClass(); - this.convertNPCSpells(); - } -} - -// - -/* -NPC Convcersion - * weapons like "3 (1d6-1) bludgeoning damage plus 3 (1d6) poison damage" aren't converting both damages - -PC Conversion: - * convert "attacks" to repeating attacks - * convert "repeating_inventory" to equipment. "itemcount" to "qty", "itemname", "itemweight", "equipped" - * convert "repeating_spell-cantrip", "repeating_spell-1" etc to "repeating_spells". "spellname_base", "spellprepared", "spellschool", "spellritual", "spellcastingtime", "spellrange", "spelltarget" to "target", "spellcomp_v" and "spellcomp_s" and "spellcomp_m" and "spellcomp_materials", "spellconcentration", "spellduration", "spelloutput", "spelldescription", "spellathigherlevels" - * convert ac to some armor - - */ diff --git a/5eShaped/precompiled/scripts/Equipment.js b/5eShaped/precompiled/scripts/Equipment.js deleted file mode 100644 index b3777812c7..0000000000 --- a/5eShaped/precompiled/scripts/Equipment.js +++ /dev/null @@ -1,195 +0,0 @@ -/* global on:false */ - -import { ABILITIES, SKILLS } from './constants'; -import { getSetItems, getSetRepeatingItems, getSkillIdByStorageName, getFloatValue, sumRepeating, isUndefinedOrEmpty, getRepeatingInfo, exists, round } from './utilities'; - -export class Equipment { - setAdvantageOnStealth(mode) { - getSetRepeatingItems('equipment.setAdvantageOnStealth', { - repeatingItems: ['repeating_skill'], - collectionArrayAddItems: ['storage_name', 'skill_d20'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const prop in SKILLS) { - if (SKILLS.hasOwnProperty(prop)) { - const skillId = getSkillIdByStorageName(v, repeatingItem, ids, prop); - const repeatingString = `${repeatingItem}_${skillId}_`; - - if (v[`${repeatingString}storage_name`] === 'STEALTH') { - if (mode === 'dis') { - finalSetAttrs[`${repeatingString}skill_d20`] = '2d20@{d20_mod}kl1'; - } else if (mode === 'normal') { - finalSetAttrs[`${repeatingString}skill_d20`] = '@{shaped_d20}'; - } - } - } - } - }, - }); - } - updateArmor(rowId) { - let stealthPenalty; - - getSetRepeatingItems('equipment.updateArmor', { - repeatingItems: ['repeating_armor'], - collectionArrayAddItems: ['parsed', 'modifiers', 'stealth'], - rowId, - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (isUndefinedOrEmpty(v[`${repeatingString}parsed`]) || v[`${repeatingString}parsed`].indexOf('acBonus') === -1) { - const armorModifiers = v[`${repeatingString}modifiers`]; - if (exists(armorModifiers)) { - finalSetAttrs[`${repeatingString}ac_bonus`] = armorModifiers.replace(/^\D+/g, ''); - } - if (isUndefinedOrEmpty(finalSetAttrs[`${repeatingString}parsed`])) { - finalSetAttrs[`${repeatingString}parsed`] = ''; - } - finalSetAttrs[`${repeatingString}parsed`] += ' acBonus'; - } - - if (v[`${repeatingString}stealth`] === 'Disadvantage') { - stealthPenalty = true; - } - } - if (stealthPenalty) { - this.setAdvantageOnStealth('dis'); - } else { - this.setAdvantageOnStealth('normal'); - } - }, - }); - - const options = { - collection: 'armor', - getExtraFields: ['medium_armor_max_dex', 'dexterity_mod', 'ac_unarmored_ability', 'is_npc'], - toggle: 'worn', - }; - for (const ability of ABILITIES) { - options.getExtraFields.push(`${ability}_mod`); - } - const sumItems = [ - { - fieldToAdd: 'weight', - totalField: 'weight_armor', - }, - { - fieldToAdd: 'ac_base', - bonus: 'ac_bonus', - armorType: 'type', - itemTotal: 'ac_total', - totalField: 'ac_armored_calc', - totalFieldSecondary: 'ac_unarmored_calc', - }, - ]; - sumRepeating(options, sumItems); - } - update(rowId) { - getSetRepeatingItems('equipment.update', { - repeatingItems: ['repeating_equipment'], - collectionArrayAddItems: ['content'], - rowId, - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - if (isUndefinedOrEmpty(v[`${repeatingString}parsed`]) || v[`${repeatingString}parsed`].indexOf('content') === -1) { - let content = v[`${repeatingString}content`]; - if (exists(content)) { - content = content.replace(/\s(\d+d\d+\s(?:\+|\-)\s\d+)\s/g, ' [[$1]] ') - .replace(/\s(\d+d\d+)\s/g, ' [[$1]] ') - .replace(/\s(\d+)\s/g, ' [[$1]] '); - - finalSetAttrs[`${repeatingString}content`] = content; - - if (isUndefinedOrEmpty(finalSetAttrs[`${repeatingString}parsed`])) { - finalSetAttrs[`${repeatingString}parsed`] = ''; - } - finalSetAttrs[`${repeatingString}parsed`] += ' content'; - } - } - } - }, - }); - } - weigh() { - const options = { - collection: 'equipment', - toggle: 'carried', - qty: 'qty', - }; - const sumItems = [ - { - fieldToAdd: 'weight', - itemTotal: 'weight_total', - totalField: 'weight_equipment', - }, - ]; - sumRepeating(options, sumItems); - } - updateWeight() { - getSetItems('equipment.updateWeight', { - collectionArray: ['weight_attacks', 'weight_ammo', 'weight_armor', 'weight_equipment', 'weight_coinage'], - callback: (v, finalSetAttrs) => { - finalSetAttrs.weight_total = round((getFloatValue(v.weight_attacks) + getFloatValue(v.weight_ammo) + getFloatValue(v.weight_armor) + getFloatValue(v.weight_equipment) + getFloatValue(v.weight_coinage)), 2); - }, - }); - } - weighAmmo() { - const options = { - collection: 'ammo', - qty: 'qty', - }; - const sumItems = [ - { - fieldToAdd: 'weight', - totalField: 'weight_ammo', - }, - ]; - sumRepeating(options, sumItems); - } - calculateGold() { - getSetItems('equipment.calculateGold', { - collectionArray: ['cp', 'copper_per_gold', 'sp', 'silver_per_gold', 'ep', 'electrum_per_gold', 'gp', 'pp', 'platinum_per_gold'], - callback: (v, finalSetAttrs) => { - const copperPieces = getFloatValue(v.cp); - const silverPieces = getFloatValue(v.sp); - const electrumPieces = getFloatValue(v.ep); - const goldPieces = getFloatValue(v.gp); - const platinumPieces = getFloatValue(v.pp); - const copperPerGold = getFloatValue(v.copper_per_gold, 100); - const silverPerGold = getFloatValue(v.silver_per_gold, 10); - const electrumPerGold = getFloatValue(v.electrum_per_gold, 2); - const platinumPerGold = getFloatValue(v.platinum_per_gold, 10); - - finalSetAttrs.total_gp = ((copperPieces / copperPerGold) + (silverPieces / silverPerGold) + (electrumPieces / electrumPerGold) + goldPieces + (platinumPieces * platinumPerGold)).toFixed(2); - finalSetAttrs.weight_coinage = (copperPieces + silverPieces + electrumPieces + goldPieces + platinumPieces) / 50; - }, - }); - } - setup() { - on('change:repeating_armor', (eventInfo) => { - const repeatingInfo = getRepeatingInfo('repeating_armor', eventInfo); - if (repeatingInfo && repeatingInfo.field !== 'ac_total') { - this.updateArmor(repeatingInfo.rowId); - } - }); - on('change:dexterity_mod change:medium_armor_max_dex change:ac_unarmored_ability remove:repeating_armor', () => { - this.updateArmor(); - }); - on('change:repeating_equipment', (eventInfo) => { - this.update(getRepeatingInfo('repeating_equipment', eventInfo).rowId); - }); - on('change:repeating_equipment:carried change:repeating_equipment:qty change:repeating_equipment:weight remove:repeating_equipment', () => { - this.weigh(); - }); - on('change:repeating_ammo:weight change:repeating_ammo:qty', () => { - this.weighAmmo(); - }); - on('change:weight_attacks change:weight_ammo change:weight_armor change:weight_equipment change:weight_coinage', () => { - this.updateWeight(); - }); - on('change:cp change:copper_per_gold change:sp change:silver_per_gold change:ep change:electrum_per_gold change:gp change:pp change:platinum_per_gold', () => { - this.calculateGold(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/ImportData.js b/5eShaped/precompiled/scripts/ImportData.js deleted file mode 100644 index c4baa86df8..0000000000 --- a/5eShaped/precompiled/scripts/ImportData.js +++ /dev/null @@ -1,62 +0,0 @@ -/* global on:false, generateRowID:false */ - -import { Initialize } from './Initialize'; -const initialize = new Initialize(); -import { getSetItems } from './utilities'; - -export class ImportData { - import() { - getSetItems('importData.import', { - collectionArray: ['import_data', 'version'], - callback: (v, finalSetAttrs) => { - if (v.import_data) { - const importObject = JSON.parse(v.import_data); - - if (importObject.npc) { - if (!v.version) { - initialize.sheetOpened(); - } - for (const prop in importObject.npc) { - if (importObject.npc.hasOwnProperty(prop)) { - finalSetAttrs[prop] = importObject.npc[prop]; - } - } - } - if (importObject.spells) { - importObject.spells.forEach(spell => { - const repeatingString = `repeating_spell_${generateRowID()}_`; - for (const prop in spell) { - if (spell.hasOwnProperty(prop)) { - finalSetAttrs[`${repeatingString}${prop}`] = spell[prop]; - } - } - }); - } - finalSetAttrs.import_data = ''; - finalSetAttrs.import_data_present = 'off'; - } - }, - }); - } - delete() { - getSetItems('importData.delete', { - collectionArray: ['import_data', 'version'], - callback: (v, finalSetAttrs) => { - const importObject = JSON.parse(v.import_data); - if (importObject.npc && !v.version) { - initialize.sheetOpened(); // NPC import will have wiped all the existing attributes - } - finalSetAttrs.import_data = ''; - finalSetAttrs.import_data_present = 'off'; - }, - }); - } - setup() { - on('change:accept_import', () => { - this.import(); - }); - on('change:reject_import', () => { - this.delete(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/Initialize.js b/5eShaped/precompiled/scripts/Initialize.js deleted file mode 100644 index 1a3a80c2a7..0000000000 --- a/5eShaped/precompiled/scripts/Initialize.js +++ /dev/null @@ -1,115 +0,0 @@ -/* global on:false, generateRowID:false, getTranslationByKey:false */ - -import { Abilities } from './Abilities'; -const abilities = new Abilities(); -import { AbilityChecks } from './AbilityChecks'; -const abilityChecks = new AbilityChecks(); -import { Character } from './Character'; -const character = new Character(); -import { ABILITIES, SKILLS } from './constants'; -import { Convert } from './Convert'; -const convert = new Convert(); -import { Equipment } from './Equipment'; -const equipment = new Equipment(); -import { ProficiencyBonus } from './ProficiencyBonus'; -const proficiencyBonus = new ProficiencyBonus(); -import { SavingThrows } from './SavingThrows'; -const savingThrows = new SavingThrows(); -import { Spells } from './Spells'; -const spells = new Spells(); -import { Upgrade } from './Upgrade'; -const upgrade = new Upgrade(); -import { getSetItems, getSetRepeatingItems, isUndefinedOrEmpty, setFinalAttrs, getSkillIdByStorageName } from './utilities'; -import { currentVersion } from './version'; - - -export class Initialize { - generateSkills() { - getSetRepeatingItems('initialize.generateSkills', { - repeatingItems: ['repeating_skill'], - collectionArrayAddItems: ['storage_name', 'name', 'ability'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const prop in SKILLS) { - if (SKILLS.hasOwnProperty(prop)) { - let skillId = getSkillIdByStorageName(v, repeatingItem, ids, prop); - - if (!skillId) { - skillId = generateRowID(); - } - const repeatingString = `${repeatingItem}_${skillId}_`; - - finalSetAttrs[`${repeatingString}storage_name`] = prop; - finalSetAttrs[`${repeatingString}name`] = getTranslationByKey(prop); - finalSetAttrs[`${repeatingString}ability`] = SKILLS[prop]; - abilityChecks.updateSkill(skillId); - } - } - }, - setFinalAttrsCallback: () => { - abilityChecks.updateMacro(); - }, - }); - } - - sheetOpened() { - console.log('initialize.sheetOpened'); - const collectionArray = ['version', 'npc', 'base_level', 'convertedFromOGL', 'import_data', 'roll_setting']; - for (const ability of ABILITIES) { - collectionArray.push(ability); - } - getSetItems('initialize.sheetOpened', { - collectionArray, - callback: (v, finalSetAttrs) => { - const convertOGL = (v.npc || v.base_level) && !v.convertedFromOGL; - if (!v.version || convertOGL) { - if (!v.import_data && !convertOGL) { - finalSetAttrs.edit_mode = 'on'; - } - if (isUndefinedOrEmpty(v.roll_setting)) { // API Script import sets this when making characters - finalSetAttrs.roll_setting = '{{ignore=[[0'; - } - const setAbilities = {}; - for (const ability of ABILITIES) { - if (isUndefinedOrEmpty(v[ability])) { - setAbilities[ability] = 10; - } - } - setFinalAttrs(v, setAbilities, 'initialize', () => { - proficiencyBonus.update(); - this.generateSkills(); - savingThrows.update(); - character.updateLevels(); - abilityChecks.updateInitiative(); - equipment.updateArmor(); - spells.updateShowHide(); - abilities.updateModifiers(); - }); - if (convertOGL) { - proficiencyBonus.update(); - this.generateSkills(); - savingThrows.update(); - abilities.updateModifiers(); - convert.convertFromOGL(); - } - } else { - upgrade.upgrade(); - } - - if (isUndefinedOrEmpty(v.version) || !v.version || v.version !== currentVersion) { - finalSetAttrs.version = currentVersion; - } - if (isUndefinedOrEmpty(v.convertedFromOGL) || !v.convertedFromOGL) { - finalSetAttrs.convertedFromOGL = true; - } - }, - }); - } - setup() { - on('change:generate_skills', () => { - this.generateSkills(); - }); - on('sheet:opened', () => { - this.sheetOpened(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/Npc.js b/5eShaped/precompiled/scripts/Npc.js deleted file mode 100644 index 2e9b1c9e16..0000000000 --- a/5eShaped/precompiled/scripts/Npc.js +++ /dev/null @@ -1,434 +0,0 @@ -/* global on:false, generateRowID:false */ - -import { ABILITIES } from './constants'; -import { getSetItems, getIntValue, isUndefinedOrEmpty, addArithmeticOperator, getAbilityMod, numberWithCommas, exists, updateHD } from './utilities'; - -export class Npc { - updateType() { - getSetItems('npc.updateType', { - collectionArray: ['type'], - callback: (v, finalSetAttrs) => { - if (v.type) { - finalSetAttrs.type = v.type.toLowerCase(); - } - }, - }); - } - updateSize() { - getSetItems('npc.updateSize', { - collectionArray: ['size'], - callback: (v, finalSetAttrs) => { - const creatureSize = v.size || 'Large'; - const sizeToHdSize = { - Tiny: 4, - Small: 6, - Medium: 8, - Large: 10, - Huge: 12, - Gargantuan: 20, - }; - finalSetAttrs.hit_die = `d${sizeToHdSize[creatureSize]}`; - }, - }); - } - updateAC() { - getSetItems('npc.updateAC', { - collectionArray: ['ac_srd', 'ac', 'ac_note', 'dexterity_mod'], - callback: (v, finalSetAttrs) => { - if (exists(v.ac_srd)) { - const match = v.ac_srd.match(/(\d+)\s?(.*)/); - if (match && match[1]) { - finalSetAttrs.AC = match[1]; - } - if (match && match[2]) { - finalSetAttrs.ac_note = match[2].replace(/\(|\)/g, ''); - } - } - }, - }); - } - switchTo() { - getSetItems('npc.switchTo', { - collectionArray: ['is_npc', 'size'], - callback: (v, finalSetAttrs) => { - const isNPC = getIntValue(v.is_npc) === 1; - - if (isNPC && isUndefinedOrEmpty(v.size)) { - finalSetAttrs.size = 'Large'; - } - - if (isNPC) { - finalSetAttrs.hit_dice_output_option = '/w GM'; - } else { - finalSetAttrs.hit_dice_output_option = ''; - } - }, - }); - } - updateChallenge() { - const xpPerChallenge = { - 0: 0, - '1/8': 25, - '1/4': 50, - '1/2': 100, - 1: 200, - 2: 450, - 3: 700, - 4: 1100, - 5: 1800, - 6: 2300, - 7: 2900, - 8: 3900, - 9: 5000, - 10: 5900, - 11: 7200, - 12: 8400, - 13: 10000, - 14: 11500, - 15: 13000, - 16: 15000, - 17: 18000, - 18: 20000, - 19: 22000, - 20: 25000, - 21: 33000, - 22: 41000, - 23: 50000, - 24: 62000, - 25: 75000, - 26: 90000, - 27: 105000, - 28: 120000, - 29: 135000, - 30: 155000, - }; - - getSetItems('npc.updateChallenge', { - collectionArray: ['challenge', 'xp'], - callback: (v, finalSetAttrs) => { - const challenge = v.challenge; - - finalSetAttrs.xp = xpPerChallenge[challenge]; - finalSetAttrs.xp_readable = numberWithCommas(finalSetAttrs.xp); - - finalSetAttrs.level = challenge; - if (finalSetAttrs.level < 1) { - finalSetAttrs.level = 1; - } - }, - }); - } - updateHPFromSRD() { - getSetItems('npc.updateHPFromSRD', { - collectionArray: ['hp_srd', 'constitution', 'constitution_mod', 'constitution_bonus', 'global_ability_bonus'], - callback: (v, finalSetAttrs) => { - if (exists(v.hp_srd)) { - const match = v.hp_srd.match(/\((\d+)d(\d+)(?:\s?(\+|\-)\s?(\d+))?\)/i); - if (!match || !match[1] || !match[2]) { - console.warn('Character doesn\'t have valid HP/HD format'); - } else { - const hdNum = getIntValue(match[1]); - - let conMod = getIntValue(v.constitution_mod); - if (!conMod) { - const conScore = getIntValue(v.constitution); - const conBonus = getIntValue(v.constitution_bonus); - const globalAbilityBonus = getIntValue(v.global_ability_bonus); - - conMod = getAbilityMod((conScore + conBonus + globalAbilityBonus)); - } - - finalSetAttrs.hit_dice = hdNum; - finalSetAttrs.hit_die = `d${getIntValue(match[2])}`; - - const hpExpectedBonus = hdNum * conMod; - const hpBonusSign = match[3]; - const hpBonus = getIntValue(match[4]); - if (hpBonus !== hpExpectedBonus) { - if (hpBonusSign === '-') { - finalSetAttrs.hp_extra = hpBonus + hpExpectedBonus; - } else { - finalSetAttrs.hp_extra = hpBonus - hpExpectedBonus; - } - } - } - } - }, - }); - } - updateHP() { - getSetItems('npc.updateHP', { - collectionArray: ['HP', 'HP_max', 'hp_formula', 'hit_dice', 'hit_die', 'hp_extra', 'constitution_mod'], - callback: (v, finalSetAttrs) => { - const hdNum = getIntValue(v.hit_dice); - const hdSize = getIntValue(v.hit_die.replace('d', '')); - const hdAverage = (hdSize / 2) + 0.5; - let hpFormula = `${hdNum}d${hdSize}`; - const conMod = getIntValue(v.constitution_mod); - let totalHP = Math.floor(hdNum * hdAverage); - let amount; - - if (conMod !== 0) { - const bonusHP = hdNum * conMod; - totalHP += bonusHP; - hpFormula += addArithmeticOperator(hpFormula, bonusHP); - } - - if (exists(v.hp_extra)) { - const regex = (/(?:(\+|\-)\s?)?(\d+)(?:d(\d+))?/gi); - let splitFormula; - - while ((splitFormula = regex.exec(v.hp_extra)) !== null) { - if (!splitFormula || !splitFormula[2]) { - console.warn('Character doesn\'t have valid hp formula'); - } else { - amount = 0; - - if (!splitFormula[3]) { - amount = getIntValue(splitFormula[2]); - } else { - const extraHdNum = getIntValue(splitFormula[2]); - const extraHdSize = getIntValue(splitFormula[3]); - const extraHdAverage = (extraHdSize / 2) + 0.5; - amount = Math.floor(extraHdNum * extraHdAverage); - } - - if (!splitFormula[1] || splitFormula[1] === '+') { - totalHP += amount; - hpFormula += ` + ${amount}`; - } else if (splitFormula[1] === '-') { - totalHP -= amount; - hpFormula += ` - ${amount}`; - } - } - v.hp_extra.toString().replace(splitFormula[0], ''); - } - } - - if (totalHP) { - finalSetAttrs.HP = totalHP; - finalSetAttrs.HP_max = totalHP; - finalSetAttrs.hp_formula = hpFormula; - } - }, - }); - } - updateHD() { - const hd = { - d20: 0, - d12: 0, - d10: 0, - d8: 0, - d6: 0, - d4: 0, - d2: 0, - d0: 0, - }; - const collectionArray = ['hit_dice', 'hit_die']; - for (const key in hd) { - if (hd.hasOwnProperty(key)) { - collectionArray.push(`hd_${key}`); - collectionArray.push(`hd_${key}_max`); - collectionArray.push(`hd_${key}_query`); - collectionArray.push(`hd_${key}_toggle`); - } - } - getSetItems('npc.updateHD', { - collectionArray, - callback: (v, finalSetAttrs) => { - const hdNum = getIntValue(v.hit_dice); - const hdSize = v.hit_die; - - if (hdNum && hdSize) { - hd[hdSize] = hdNum; - - updateHD(v, finalSetAttrs, hd); - } - }, - }); - } - parseSRDContentSection(content, finalSetAttrs, title, name) { - const re = /@(.*)@:\s([^@]+)/gi; - let match; - let section; - - if (content.indexOf(title) !== -1) { - const contentSplit = content.split(`${title}\n`); - section = contentSplit[1]; - content = contentSplit[0]; - } - if (exists(section)) { - if (name === 'legendaryaction') { - const legendaryActionsMatch = section.match(/Can take (\d+) Legendary Actions/i); - if (legendaryActionsMatch && legendaryActionsMatch[1]) { - finalSetAttrs.legendary_action_amount = legendaryActionsMatch[1]; - } - } - - while ((match = re.exec(section.replace(/\*\*/g, '@'))) !== null) { - if (match && match[1] && match[2]) { - const repeatingString = `repeating_${name}_${generateRowID()}_`; - finalSetAttrs[`${repeatingString}name`] = match[1]; - const text = match[2].trim(); - if (name === 'trait') { - finalSetAttrs[`${repeatingString}display_text`] = text; - } - finalSetAttrs[`${repeatingString}freetext`] = text; - } else { - console.warn(`Character doesn\'t have a valid ${name} format`); - } - } - } - return content; - } - setDefaultAbility(v, finalSetAttrs) { - const abilityScores = [getIntValue(v.intelligence), getIntValue(v.wisdom), getIntValue(v.charisma)]; - const highestAbilityScore = Math.max.apply(Math, abilityScores); - let highestAbilityName = 'intelligence'; - - if (highestAbilityScore === abilityScores[1]) { - highestAbilityName = 'wisdom'; - } else if (highestAbilityScore === abilityScores[2]) { - highestAbilityName = 'charisma'; - } - - finalSetAttrs.default_ability = highestAbilityName; - } - updateContent() { - const collectionArray = ['content_srd']; - for (const ability of ABILITIES) { - collectionArray.push(ability); - } - - getSetItems('npc.updateContent', { - collectionArray, - callback: (v, finalSetAttrs) => { - let content = v.content_srd; - let regionalEffects; - let lairActions; - let repeatingString; - - this.setDefaultAbility(v, finalSetAttrs); - - if (exists(content)) { - if (content.indexOf('Regional Effects') !== -1) { - const regionalEffectsSplit = content.split(/Regional Effects\n/); - regionalEffects = regionalEffectsSplit[1]; - content = regionalEffectsSplit[0]; - } - if (exists(regionalEffects)) { - const regionalEffectsList = regionalEffects.split(/\*\*/); - regionalEffectsList.slice(1, -1).forEach((regionalEffect) => { - repeatingString = `repeating_regionaleffect_${generateRowID()}_`; - finalSetAttrs[`${repeatingString}freetext`] = regionalEffect.trim(); - }); - } - if (content.indexOf('Lair Actions') !== -1) { - const lairActionsSplit = content.split(/Lair Actions\n/); - lairActions = lairActionsSplit[1]; - content = lairActionsSplit[0]; - } - if (exists(lairActions)) { - lairActions.split(/\*\*/).slice(1).forEach((lairAction) => { - repeatingString = `repeating_lairaction_${generateRowID()}_`; - finalSetAttrs[`${repeatingString}freetext`] = lairAction.trim(); - }); - } - - content = this.parseSRDContentSection(content, finalSetAttrs, 'Legendary Actions', 'legendaryaction'); - content = this.parseSRDContentSection(content, finalSetAttrs, 'Reactions', 'reaction'); - content = this.parseSRDContentSection(content, finalSetAttrs, 'Actions', 'action'); - this.parseSRDContentSection(content, finalSetAttrs, 'Traits', 'trait'); - } - }, - }); - } - updateSenses() { - getSetItems('npc.updateSenses', { - collectionArray: ['senses'], - callback: (v, finalSetAttrs) => { - if (v.senses) { - finalSetAttrs.senses_exist = 1; - finalSetAttrs.senses = v.senses.toLowerCase(); - } else { - finalSetAttrs.senses_exist = 0; - } - }, - }); - } - updateLanguages() { - getSetItems('npc.updateLanguages', { - collectionArray: ['languages', 'languages_exist', 'languages_chat_var'], - callback: (v, finalSetAttrs) => { - finalSetAttrs.languages_exist = 0; - finalSetAttrs.languages_chat_var = ''; - - if (v.languages) { - finalSetAttrs.languages_exist = 1; - finalSetAttrs.languages_chat_var = '{{Languages=@{languages}}}'; - } - }, - }); - } - updateSpeed() { - getSetItems('npc.updateSpeed', { - collectionArray: ['npc_speed'], - callback: (v, finalSetAttrs) => { - finalSetAttrs.npc_speed = v.npc_speed.toLowerCase(); - const match = finalSetAttrs.npc_speed.match(/^\s*(\d+)\s*ft/); - if (match && match[1]) { - finalSetAttrs.speed = match[1]; - } - }, - }); - } - updateACNote() { - getSetItems('npc.updateACNote', { - collectionArray: ['ac_note'], - callback: (v, finalSetAttrs) => { - finalSetAttrs.ac_note = v.ac_note.toLowerCase(); - }, - }); - } - setup() { - on('change:type', () => { - this.updateType(); - }); - on('change:size', () => { - this.updateSize(); - }); - on('change:ac_srd', () => { - this.updateAC(); - }); - on('change:is_npc', () => { - this.switchTo(); - }); - on('change:challenge', () => { - this.updateChallenge(); - }); - on('change:hp_srd', () => { - this.updateHPFromSRD(); - }); - on('change:hit_dice change:hit_die change:hp_extra change:constitution_mod', () => { - this.updateHP(); - }); - on('change:hit_dice change:hit_die', () => { - this.updateHD(); - }); - on('change:content_srd', () => { - this.updateContent(); - }); - on('change:senses', () => { - this.updateSenses(); - }); - on('change:languages', () => { - this.updateLanguages(); - }); - on('change:npc_speed', () => { - this.updateSpeed(); - }); - on('change:ac_note', () => { - this.updateACNote(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/ProficiencyBonus.js b/5eShaped/precompiled/scripts/ProficiencyBonus.js deleted file mode 100644 index a108dac7e5..0000000000 --- a/5eShaped/precompiled/scripts/ProficiencyBonus.js +++ /dev/null @@ -1,38 +0,0 @@ -/* global on:false */ - -import { getSetItems, getIntValue, exists } from './utilities'; - -export class ProficiencyBonus { - get(level, challenge) { - let pb = 2; - - level = getIntValue(level); - if (challenge === '1/8' || challenge === '1/4' || challenge === '1/2') { - challenge = 1; - } else { - getIntValue(challenge); - } - const levelOrChallenge = Math.max(level, challenge); - - if (exists(levelOrChallenge)) { - pb += Math.floor(Math.abs((levelOrChallenge - 1) / 4)); - } - return pb; - } - update() { - getSetItems('proficiencyBonus.update', { - collectionArray: ['level', 'challenge', 'pb', 'exp', 'h_PB'], - callback: (v, finalSetAttrs) => { - const pb = this.get(v.level, v.challenge); - finalSetAttrs.pb = pb; - finalSetAttrs.exp = pb * 2; - finalSetAttrs.h_PB = pb / 2; - }, - }); - } - setup() { - on('change:level', () => { - this.update(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/Resistances.js b/5eShaped/precompiled/scripts/Resistances.js deleted file mode 100644 index 36c6be56a2..0000000000 --- a/5eShaped/precompiled/scripts/Resistances.js +++ /dev/null @@ -1,98 +0,0 @@ -/* global on:false */ - -import { getSetItems, lowercaseDamageTypes } from './utilities'; - -export class Resistances { - updateDamageResistancesVar() { - getSetItems('resistances.updateDamageResistancesVar', { - collectionArray: ['damage_resistances_var', 'damage_vulnerabilities_exist', 'damage_resistances_exist', 'damage_immunities_exist', 'condition_immunities_exist'], - callback: (v, finalSetAttrs) => { - const resistancesVar = []; - - if (v.damage_vulnerabilities_exist) { - resistancesVar.push('{{Damage Vulnerabilities=@{damage_vulnerabilities}}}'); - } - if (v.damage_resistances_exist) { - resistancesVar.push('{{Damage Resistances=@{damage_resistances}}}'); - } - if (v.damage_immunities_exist) { - resistancesVar.push('{{Damage Immunities=@{damage_immunities}}}'); - } - if (v.condition_immunities_exist) { - resistancesVar.push('{{Condition Immunities=@{condition_immunities}}}'); - } - - finalSetAttrs.damage_resistances_var = resistancesVar.join(' '); - }, - }); - } - updateDamageVulnerabilities() { - getSetItems('resistances.updateDamageVulnerabilities', { - collectionArray: ['damage_vulnerabilities'], - callback: (v, finalSetAttrs) => { - if (v.damage_vulnerabilities) { - finalSetAttrs.damage_vulnerabilities_exist = 1; - finalSetAttrs.damage_vulnerabilities = lowercaseDamageTypes(v.damage_vulnerabilities); - } else { - finalSetAttrs.damage_vulnerabilities_exist = 0; - } - }, - }); - } - updateDamageResistances() { - getSetItems('resistances.updateDamageResistances', { - collectionArray: ['damage_resistances'], - callback: (v, finalSetAttrs) => { - if (v.damage_resistances) { - finalSetAttrs.damage_resistances_exist = 1; - finalSetAttrs.damage_resistances = lowercaseDamageTypes(v.damage_resistances); - } else { - finalSetAttrs.damage_resistances_exist = 0; - } - }, - }); - } - updateDamageImmunities() { - getSetItems('resistances.updateDamageImmunities', { - collectionArray: ['damage_immunities'], - callback: (v, finalSetAttrs) => { - if (v.damage_immunities) { - finalSetAttrs.damage_immunities_exist = 1; - finalSetAttrs.damage_immunities = lowercaseDamageTypes(v.damage_immunities); - } else { - finalSetAttrs.damage_immunities_exist = 0; - } - }, - }); - } - updateConditionImmunities() { - getSetItems('resistances.updateConditionImmunities', { - collectionArray: ['condition_immunities'], - callback: (v, finalSetAttrs) => { - if (v.condition_immunities) { - finalSetAttrs.condition_immunities_exist = 1; - finalSetAttrs.condition_immunities = lowercaseDamageTypes(v.condition_immunities); - } else { - finalSetAttrs.condition_immunities_exist = 0; - } - }, - }); - } - setup() { - on('change:damage_vulnerabilities change:damage_resistances change:damage_immunities change:condition_immunities', () => { - this.updateDamageResistancesVar(); - }); - on('change:damage_vulnerabilities', () => { - this.updateDamageVulnerabilities(); - }); - on('change:damage_resistances', () => { - this.updateDamageResistances(); - }); - on('change:damage_immunities', () => { - this.updateDamageImmunities(); - }); - on('change:condition_immunities', () => { - this.updateConditionImmunities(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/SavingThrows.js b/5eShaped/precompiled/scripts/SavingThrows.js deleted file mode 100644 index fcfa786f4b..0000000000 --- a/5eShaped/precompiled/scripts/SavingThrows.js +++ /dev/null @@ -1,250 +0,0 @@ -/* global on:false */ - -import { getSetItems, getIntValue, getAbilityShortName, addArithmeticOperator, isUndefinedOrEmpty, exists, showSign, getAbilityMod, getAbilityValue } from './utilities'; -import { ABILITIES } from './constants'; - -export class SavingThrows { - getHighestOfAbilityScoresForSavingThrow(v, savingThrowName) { - let abilityName; - let highestValue = 0; - for (const ability of ABILITIES) { - const abilityMod = getIntValue(v[`${ability}_mod`]); - if (v[`${savingThrowName}_${ability}`] === '1' && (highestValue === 0 || abilityMod > highestValue)) { - highestValue = abilityMod; - abilityName = ability; - } - } - return abilityName; - } - findHighest(arr) { - const highestAbility = Math.max.apply(Math, arr.map((ability) => ability.score)); - return arr.find((ability) => ability.score === highestAbility); - } - getHighestAbilityScores(v, savingThrowName) { - const abilities = []; - for (const ability of ABILITIES) { - if (v[`${savingThrowName}_${ability}`] === '1') { - abilities.push({ - name: ability, - score: getIntValue(v[`${ability}_calculated`]), - }); - } - } - - const highestAbilities = []; - if (abilities.length > 0) { - const highestAbilityObj = this.findHighest(abilities); - - highestAbilities.push(highestAbilityObj); - abilities.splice(abilities.findIndex((ability) => ability.name === highestAbilityObj.name), 1); - } - if (abilities.length > 0) { - const secondHighestAbilityObj = this.findHighest(abilities); - highestAbilities.push(secondHighestAbilityObj); - } - - return highestAbilities; - } - getAverageOfHighestAbilityScoresForSavingThrow(v, savingThrowName) { - const obj = { - abilitiesUsed: [], - }; - let sum = 0; - - const highestAbilities = this.getHighestAbilityScores(v, savingThrowName); - for (const ability of highestAbilities) { - obj.abilitiesUsed.push(getAbilityShortName(ability.name)); - sum += getAbilityMod(v[`${ability.name}_calculated`]); - } - - if (obj.abilitiesUsed.length > 0) { - obj.avg = Math.floor(sum / obj.abilitiesUsed.length); - } - return obj; - } - setCustomSaveProf(v, finalSetAttrs, savingThrowName) { - const pbVar = '@{PB}'; - for (const ability of ABILITIES) { - if (v[`${savingThrowName}_${ability}`] === '1' && v[`${ability}_save_prof`] === pbVar && !exists(v[`${savingThrowName}_save_prof`])) { - finalSetAttrs[`${savingThrowName}_save_prof`] = pbVar; - } - } - } - updateSavingThrow(savingThrowName) { - const collectionArray = ['pb', `${savingThrowName}_save_prof`, `${savingThrowName}_save_bonus`, 'global_saving_throw_bonus', 'saving_throws_half_proficiency', 'average_of_abilities']; - const customSaves = ['fortitude', 'reflex', 'will']; - const customSavingThrow = customSaves.indexOf(savingThrowName) !== -1; - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_calculated`); - collectionArray.push(`${ability}_mod`); - collectionArray.push(`${savingThrowName}_${ability}`); - if (customSavingThrow) { - collectionArray.push(`${ability}_save_prof`); - } - } - - getSetItems('savingThrows.updateSavingThrow', { - collectionArray, - callback: (v, finalSetAttrs) => { - let total = 0; - let totalFormula = ''; - let ability; - - if (customSavingThrow) { - if (v.average_of_abilities === '1') { - const obj = this.getAverageOfHighestAbilityScoresForSavingThrow(v, savingThrowName); - - if (obj.avg) { - total = obj.avg; - totalFormula = `${obj.avg}[${obj.abilitiesUsed.join(' ')} avg]`; - } - } else { - ability = this.getHighestOfAbilityScoresForSavingThrow(v, savingThrowName); - } - this.setCustomSaveProf(v, finalSetAttrs, savingThrowName); - } else { - ability = savingThrowName; - } - - if (ability) { - const abilityMod = getIntValue(v[`${ability}_mod`]); - total = abilityMod; - totalFormula = `${abilityMod}[${getAbilityShortName(ability)}]`; - } - - const pb = getIntValue(v.pb); - if (v[`${savingThrowName}_save_prof`] === '@{PB}') { - total += pb; - totalFormula += `${addArithmeticOperator(totalFormula, pb)}[proficient]`; - } else if (v.saving_throws_half_proficiency === 'on') { - const halfPB = Math.floor(pb / 2); - total += halfPB; - totalFormula += `${addArithmeticOperator(totalFormula, halfPB)}[half proficiency]`; - } - - const abilitySavingThrowBonus = getIntValue(v[`${savingThrowName}_save_bonus`]); - if (abilitySavingThrowBonus) { - total += abilitySavingThrowBonus; - totalFormula += `${addArithmeticOperator(totalFormula, abilitySavingThrowBonus)}[${getAbilityShortName(ability)}saving throw bonus]`; - } - - const globalSavingThrowBonus = v.global_saving_throw_bonus; - if (!isUndefinedOrEmpty(globalSavingThrowBonus)) { - if (!isNaN(globalSavingThrowBonus)) { - total += getIntValue(globalSavingThrowBonus); - } - totalFormula += `${addArithmeticOperator(totalFormula, globalSavingThrowBonus)}[global saving throw bonus]`; - } - - finalSetAttrs[`${savingThrowName}_saving_throw_mod`] = totalFormula; - finalSetAttrs[`${savingThrowName}_saving_throw_mod_with_sign`] = showSign(total); - }, - }); - } - updateCustomSavingThrows() { - this.updateSavingThrow('fortitude'); - this.updateSavingThrow('reflex'); - this.updateSavingThrow('will'); - } - updateCustomSavingThrowToggle() { - getSetItems('savingThrows.updateCustomSavingThrowToggle', { - collectionArray: ['use_custom_saving_throws', 'saving_throw_macro_var_to_use'], - callback: (v, finalSetAttrs) => { - if (v.use_custom_saving_throws === '1') { - finalSetAttrs.saving_throw_macro_var_to_use = '@{custom_saving_throw_macro_var}'; - } else { - finalSetAttrs.saving_throw_macro_var_to_use = '@{saving_throw_macro_var}'; - } - }, - }); - } - update() { - this.updateSavingThrow('strength'); - this.updateSavingThrow('dexterity'); - this.updateSavingThrow('constitution'); - this.updateSavingThrow('intelligence'); - this.updateSavingThrow('wisdom'); - this.updateSavingThrow('charisma'); - this.updateCustomSavingThrows(); - } - updateFromSRD() { - const collectionArray = ['pb', 'saving_throws_srd']; - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_mod`); - collectionArray.push(`${ability}_save_prof`); - collectionArray.push(`${ability}_save_bonus`); - } - getSetItems('savingThrows.updateFromSRD', { - collectionArray, - callback: (v, finalSetAttrs) => { - for (const ability of ABILITIES) { - const shortAbility = getAbilityShortName(ability, true); - if (v.saving_throws_srd && v.saving_throws_srd.indexOf(shortAbility) !== -1) { - finalSetAttrs[`${ability}_save_prof`] = '@{PB}'; - - const regex = new RegExp(`${shortAbility}\\s?\\+(\\d+)`, 'i'); - const match = v.saving_throws_srd.match(regex); - if (match && match[1]) { - const savingThrowValue = getIntValue(match[1]) - getIntValue(v.pb) - getAbilityValue(v, ability); - if (savingThrowValue !== 0) { - finalSetAttrs[`${ability}_save_bonus`] = savingThrowValue; - } - } - } - } - }, - }); - } - watchForCustomSavingThrowChanges(savingThrowName) { - const classFeatureWatch = [`change:${savingThrowName}_save_prof`, `change:${savingThrowName}_save_bonus`, 'change:average_of_abilities']; - for (const ability of ABILITIES) { - classFeatureWatch.push(`change:${savingThrowName}_${ability}`); - } - on(classFeatureWatch.join(' '), () => { - this.updateSavingThrow(savingThrowName); - }); - } - watchAbilityChanges() { - const classFeatureWatch = []; - for (const ability of ABILITIES) { - classFeatureWatch.push(`change:${ability}`); - classFeatureWatch.push(`change:${ability}_mod`); - } - on(classFeatureWatch.join(' '), () => { - this.updateCustomSavingThrows(); - }); - } - setup() { - on('change:strength_mod change:strength_save_prof change:strength_save_bonus', () => { - this.updateSavingThrow('strength'); - }); - on('change:dexterity_mod change:dexterity_save_prof change:dexterity_save_bonus', () => { - this.updateSavingThrow('dexterity'); - }); - on('change:constitution_mod change:constitution_save_prof change:constitution_save_bonus', () => { - this.updateSavingThrow('constitution'); - }); - on('change:intelligence_mod change:intelligence_save_prof change:intelligence_save_bonus', () => { - this.updateSavingThrow('intelligence'); - }); - on('change:wisdom_mod change:wisdom_save_prof change:wisdom_save_bonus', () => { - this.updateSavingThrow('wisdom'); - }); - on('change:charisma_mod change:charisma_save_prof change:charisma_save_bonus', () => { - this.updateSavingThrow('charisma'); - }); - on('change:pb change:global_saving_throw_bonus change:saving_throws_half_proficiency', () => { - this.update(); - }); - on('change:use_custom_saving_throws', () => { - this.updateCustomSavingThrowToggle(); - }); - on('change:saving_throws_srd', () => { - this.updateFromSRD(); - }); - this.watchForCustomSavingThrowChanges('fortitude'); - this.watchForCustomSavingThrowChanges('reflex'); - this.watchForCustomSavingThrowChanges('will'); - this.watchAbilityChanges(); - } -} diff --git a/5eShaped/precompiled/scripts/Settings.js b/5eShaped/precompiled/scripts/Settings.js deleted file mode 100644 index 8ec5bc846d..0000000000 --- a/5eShaped/precompiled/scripts/Settings.js +++ /dev/null @@ -1,29 +0,0 @@ -/* global on:false */ - -import { getSetItems } from './utilities'; - -export class Settings { - updateShapedD20() { - getSetItems('settings.updateShapedD20', { - collectionArray: ['roll_setting', 'roll_info', 'shaped_d20'], - callback: (v, finalSetAttrs) => { - finalSetAttrs.roll_info = ''; - finalSetAttrs.shaped_d20 = 'd20@{d20_mod}'; - - if (v.roll_setting === 'adv {{ignore=[[0') { - finalSetAttrs.roll_info = '{{advantage=1}}'; - finalSetAttrs.shaped_d20 = '2d20@{d20_mod}kh1'; - } else if (v.roll_setting === 'dis {{ignore=[[0') { - finalSetAttrs.roll_info = '{{disadvantage=1}}'; - finalSetAttrs.shaped_d20 = '2d20@{d20_mod}kl1'; - } - }, - }); - } - - setup() { - on('change:roll_setting', () => { - this.updateShapedD20(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/Spells.js b/5eShaped/precompiled/scripts/Spells.js deleted file mode 100644 index a60cd078c9..0000000000 --- a/5eShaped/precompiled/scripts/Spells.js +++ /dev/null @@ -1,492 +0,0 @@ -/* global on:false, generateRowID:false */ - -import { ABILITIES, TOGGLE_VARS } from './constants'; -import { updateAttackToggle, updateSavingThrowToggle, updateDamageToggle, updateHealToggle, updateHigherLevelToggle } from './updateToggles'; -import { getSetItems, getSetRepeatingItems, ordinalSpellLevel, getIntValue, isUndefined, isUndefinedOrEmpty, setCritDamage, fromVOrFinalSetAttrs, lowercaseDamageTypes, getRepeatingInfo, exists } from './utilities'; - -export class Spells { - parseSRD(v, finalSetAttrs, repeatingString) { - if (v[`${repeatingString}spell_level_from_srd`]) { - finalSetAttrs[`${repeatingString}spell_level`] = ordinalSpellLevel(v[`${repeatingString}spell_level_from_srd`]); - finalSetAttrs[`${repeatingString}spell_level_from_srd`] = ''; - } - if (v[`${repeatingString}school_from_srd`]) { - finalSetAttrs[`${repeatingString}school`] = v[`${repeatingString}school_from_srd`].toUpperCase(); - finalSetAttrs[`${repeatingString}school_from_srd`] = ''; - } - if (v[`${repeatingString}casting_time_from_srd`]) { - finalSetAttrs[`${repeatingString}casting_time`] = v[`${repeatingString}casting_time_from_srd`].trim().toUpperCase().replace(/\s/g, '_'); - finalSetAttrs[`${repeatingString}casting_time_from_srd`] = ''; - } - if (v[`${repeatingString}components_from_srd`]) { - finalSetAttrs[`${repeatingString}components`] = `COMPONENTS_${v[`${repeatingString}components_from_srd`].trim().toUpperCase().replace(/\s/g, '_')}`; - finalSetAttrs[`${repeatingString}components_from_srd`] = ''; - } - if (v[`${repeatingString}duration_from_srd`]) { - let duration = ''; - if (v[`${repeatingString}duration_from_srd`].toLowerCase().indexOf('up to') !== -1) { - duration += 'CONCENTRATION_'; - } - duration += v[`${repeatingString}duration_from_srd`].trim().toUpperCase().replace(/\s/g, '_'); - finalSetAttrs[`${repeatingString}duration`] = duration; - finalSetAttrs[`${repeatingString}duration_from_srd`] = ''; - } - if (v[`${repeatingString}saving_throw_vs_ability_from_srd`]) { - finalSetAttrs[`${repeatingString}saving_throw_vs_ability`] = v[`${repeatingString}saving_throw_vs_ability_from_srd`].toUpperCase(); - finalSetAttrs[`${repeatingString}saving_throw_vs_ability_from_srd`] = ''; - } - } - updateFromSRD() { - getSetItems('spells.updateFromSRD', { - collectionArray: ['spells_srd'], - callback: (v, finalSetAttrs) => { - const spellsFromSrd = v.spells_srd.split(', '); - - for (const spell of spellsFromSrd) { - const repeatingString = `repeating_spell_${generateRowID()}_`; - finalSetAttrs[`${repeatingString}name`] = spell; - finalSetAttrs[`${repeatingString}toggle_details`] = 0; - } - }, - }); - } - updateDefaultAbility() { - getSetRepeatingItems('spells.update', { - repeatingItems: ['repeating_spell'], - collectionArray: ['default_ability'], - collectionArrayAddItems: ['attack_ability', 'damage_ability', 'second_damage_ability', 'saving_throw_ability', 'heal_ability'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - finalSetAttrs[`${repeatingString}attack_ability`] = v.default_ability; - if (v[`${repeatingString}damage_ability`]) { - finalSetAttrs[`${repeatingString}damage_ability`] = v.default_ability; - } - if (v[`${repeatingString}second_damage_ability`]) { - finalSetAttrs[`${repeatingString}second_damage_ability`] = v.default_ability; - } - finalSetAttrs[`${repeatingString}saving_throw_ability`] = v.default_ability; - if (v[`${repeatingString}heal_ability`]) { - finalSetAttrs[`${repeatingString}heal_ability`] = v.default_ability; - } - } - }, - }); - } - update(rowId) { - const collectionArray = ['is_npc', 'pb', 'finesse_mod', 'global_spell_attack_bonus', 'global_spell_damage_bonus', 'global_spell_dc_bonus', 'global_spell_heal_bonus', 'default_ability', 'caster_level', 'base_dc']; - for (const ability of ABILITIES) { - collectionArray.push(`${ability}_mod`); - } - getSetRepeatingItems('spells.update', { - repeatingItems: ['repeating_spell'], - collectionArray, - collectionArrayAddItems: ['name', 'school', 'spell_level', 'spell_level_from_srd', 'school_from_srd', 'casting_time', 'casting_time_from_srd', 'components', 'components_from_srd', 'concentration', 'duration', 'duration_from_srd', 'type', 'roll_toggle', 'to_hit', 'attack_formula', 'proficiency', 'attack_ability', 'attack_bonus', 'saving_throw_toggle', 'saving_throw_ability', 'saving_throw_vs_ability', 'saving_throw_vs_ability_from_srd', 'saving_throw_bonus', 'saving_throw_dc', 'damage_toggle', 'damage_formula', 'damage', 'damage_ability', 'damage_bonus', 'damage_type', 'damage_crit', 'second_damage_toggle', 'second_damage_formula', 'second_damage', 'second_damage_ability', 'second_damage_bonus', 'second_damage_type', 'second_damage_crit', 'damage_string', 'parsed', 'heal_toggle', 'heal', 'heal_ability', 'heal_bonus', 'heal_query_toggle', 'add_casting_modifier', 'add_second_casting_modifier', 'higher_level_toggle', 'higher_level_dice', 'higher_level_die', 'second_higher_level_dice', 'second_higher_level_die', 'higher_level_heal', 'ritual', 'ritual_output', 'materials', 'materials_show', 'extras_toggle', 'emote', 'freetext', 'freeform'], - rowId, - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - this.parseSRD(v, finalSetAttrs, repeatingString); - - if (v[`${repeatingString}spell_level`] === 'CANTRIP') { - finalSetAttrs[`${repeatingString}is_prepared`] = 'on'; - } - - if (!isUndefined(fromVOrFinalSetAttrs(v, finalSetAttrs, `${repeatingString}duration`)) && fromVOrFinalSetAttrs(v, finalSetAttrs, `${repeatingString}duration`).indexOf('CONCENTRATION') !== -1) { - finalSetAttrs[`${repeatingString}concentration`] = 'Yes'; - } else { - finalSetAttrs[`${repeatingString}concentration`] = ''; - } - if (v[`${repeatingString}ritual`] === 'Yes') { - finalSetAttrs[`${repeatingString}ritual_output`] = '?{Cast as|Ritual,{{ritual=1}}|Spell,}'; - } else { - finalSetAttrs[`${repeatingString}ritual_output`] = ''; - } - if (!isUndefinedOrEmpty(v[`${repeatingString}materials`])) { - finalSetAttrs[`${repeatingString}materials_show`] = 1; - } else if (!isUndefinedOrEmpty(v[`${repeatingString}materials_show`])) { - finalSetAttrs[`${repeatingString}materials_show`] = 0; - } - - const attackOptions = { - attackAbility: true, - globalAttackBonus: v.global_spell_attack_bonus, - globalAttackBonusLabel: 'global spell attack bonus', - type: 'spell', - }; - updateAttackToggle(v, finalSetAttrs, repeatingString, attackOptions); - - const savingThrowOptions = { - bonusDC: v.global_spell_dc_bonus, - }; - updateSavingThrowToggle(v, finalSetAttrs, repeatingString, savingThrowOptions); - - const damageOptions = { - globalDamageBonus: v.global_spell_damage_bonus, - globalDamageBonusLabel: 'global spell damage bonus', - type: 'spell', - }; - updateDamageToggle(v, finalSetAttrs, repeatingString, damageOptions); - if (v.damage_type) { - finalSetAttrs.damage_type = lowercaseDamageTypes(v.damage_type); - } - if (v.second_damage_type) { - finalSetAttrs.second_damage_type = lowercaseDamageTypes(v.second_damage_type); - } - setCritDamage(v, finalSetAttrs, repeatingString); - - if (getIntValue(v.is_npc) === 1 && v.caster_level && v[`${repeatingString}damage`] && v[`${repeatingString}damage`].indexOf('@{level}') !== -1) { - finalSetAttrs[`${repeatingString}damage`] = v[`${repeatingString}damage`].replace('@{level}', '@{caster_level}'); - } - - updateHealToggle(v, finalSetAttrs, repeatingString); - - updateHigherLevelToggle(v, finalSetAttrs, repeatingString); - - if (isUndefinedOrEmpty(v[`${repeatingString}extras_toggle`]) && (v[`${repeatingString}emote`] || v[`${repeatingString}freetext`] || v[`${repeatingString}freeform`])) { - finalSetAttrs[`${repeatingString}extras_toggle`] = TOGGLE_VARS.extras; - } - } - }, - }); - } - updateSlots() { - const collectionArray = ['caster_level', 'caster_type']; - const spellSlots = { - 1: 0, - 2: 0, - 3: 0, - 4: 0, - 5: 0, - 6: 0, - 7: 0, - 8: 0, - 9: 0, - }; - for (const level in spellSlots) { - if (spellSlots.hasOwnProperty(level)) { - const repeatingString = `spell_slots_l${level}`; - collectionArray.push(`${repeatingString}_calc`); - collectionArray.push(`${repeatingString}_bonus`); - collectionArray.push(`${repeatingString}_max`); - collectionArray.push(`${repeatingString}_toggle`); - } - } - - getSetItems('spells.updateSlots', { - collectionArray, - callback: (v, finalSetAttrs) => { - const casterLevel = getIntValue(v.caster_level); - const casterType = v.caster_type; - - if (casterType === 'full') { - if (casterLevel >= 3) { - spellSlots[1] = 4; - } else if (casterLevel === 2) { - spellSlots[1] = 3; - } else if (casterLevel === 1) { - spellSlots[1] = 2; - } - if (casterLevel >= 4) { - spellSlots[2] = 3; - } else if (casterLevel === 3) { - spellSlots[2] = 2; - } - if (casterLevel >= 6) { - spellSlots[3] = 3; - } else if (casterLevel === 5) { - spellSlots[3] = 2; - } - if (casterLevel >= 9) { - spellSlots[4] = 3; - } else if (casterLevel === 8) { - spellSlots[4] = 2; - } else if (casterLevel === 7) { - spellSlots[4] = 1; - } - if (casterLevel >= 18) { - spellSlots[5] = 3; - } else if (casterLevel >= 10) { - spellSlots[5] = 2; - } else if (casterLevel === 9) { - spellSlots[5] = 1; - } - if (casterLevel >= 19) { - spellSlots[6] = 2; - } else if (casterLevel >= 11) { - spellSlots[6] = 1; - } - if (casterLevel >= 20) { - spellSlots[7] = 2; - } else if (casterLevel >= 13) { - spellSlots[7] = 1; - } - if (casterLevel >= 15) { - spellSlots[8] = 1; - } - if (casterLevel >= 17) { - spellSlots[9] = 1; - } - } - - if (casterType === 'half') { - if (casterLevel >= 5) { - spellSlots[1] = 4; - } else if (casterLevel >= 3) { - spellSlots[1] = 3; - } else if (casterLevel === 2) { - spellSlots[1] = 2; - } - if (casterLevel >= 7) { - spellSlots[2] = 3; - } else if (casterLevel >= 5) { - spellSlots[2] = 2; - } - if (casterLevel >= 11) { - spellSlots[3] = 3; - } else if (casterLevel >= 9) { - spellSlots[3] = 2; - } - if (casterLevel >= 17) { - spellSlots[4] = 3; - } else if (casterLevel >= 15) { - spellSlots[4] = 2; - } else if (casterLevel >= 13) { - spellSlots[4] = 1; - } - if (casterLevel >= 19) { - spellSlots[5] = 2; - } else if (casterLevel >= 17) { - spellSlots[5] = 1; - } - } - - if (casterType === 'third') { - if (casterLevel >= 7) { - spellSlots[1] = 4; - } else if (casterLevel >= 4) { - spellSlots[1] = 3; - } else if (casterLevel === 3) { - spellSlots[1] = 2; - } - if (casterLevel >= 10) { - spellSlots[2] = 3; - } else if (casterLevel >= 7) { - spellSlots[2] = 2; - } - if (casterLevel >= 16) { - spellSlots[3] = 3; - } else if (casterLevel >= 13) { - spellSlots[3] = 2; - } - if (casterLevel >= 19) { - spellSlots[4] = 1; - } - } - - for (const level in spellSlots) { - if (spellSlots.hasOwnProperty(level)) { - const repeatingString = `spell_slots_l${level}`; - finalSetAttrs[repeatingString] = 0; - if (spellSlots[level] !== 0 || exists(v[`${repeatingString}_calc`])) { - finalSetAttrs[`spell_slots_l${level}_calc`] = spellSlots[level]; - } - - const slots = v[`${repeatingString}`]; - const slotBonus = getIntValue(v[`${repeatingString}_bonus`]); - const spellSlotMax = spellSlots[level] + slotBonus; - - if (spellSlotMax > 0) { - finalSetAttrs[`${repeatingString}_max`] = spellSlotMax; - if (isUndefinedOrEmpty(slots)) { - finalSetAttrs[repeatingString] = spellSlotMax; - } - } else { - if (exists(v[`${repeatingString}_max`])) { - finalSetAttrs[`${repeatingString}_max`] = 0; - } - } - } - } - }, - }); - } - updateShowHide() { - const collectionArray = ['spells_show_spell_level_if_all_slots_are_used']; - for (let i = 0; i <= 9; i++) { - collectionArray.push(`spell_slots_l${i}`); - collectionArray.push(`spell_slots_l${i}_max`); - collectionArray.push(`spell_slots_l${i}_toggle`); - collectionArray.push(`spells_level_${i}_macro_var`); - collectionArray.push(`spells_level_${i}_show`); - } - - getSetItems('spells.updateShowHide', { - collectionArray, - callback: (v, finalSetAttrs) => { - const showLevelIfAllSlotsAreUsed = isUndefinedOrEmpty(v.spells_show_spell_level_if_all_slots_are_used) || v.spells_show_spell_level_if_all_slots_are_used === 'on'; - - for (let level = 0; level <= 9; level++) { - if (v[`spells_level_${level}_macro_var`] || getIntValue(v[`spell_slots_l${level}`]) || getIntValue(v[`spell_slots_l${level}_max`])) { - finalSetAttrs[`spell_slots_l${level}_toggle`] = 'on'; - } else { - finalSetAttrs[`spell_slots_l${level}_toggle`] = 0; - } - - const hasSlots = getIntValue(v[`spell_slots_l${level}`]); - const hasSpells = v[`spells_level_${level}_macro_var`]; - - if ((hasSlots || showLevelIfAllSlotsAreUsed) && (hasSlots || hasSpells)) { - finalSetAttrs[`spells_level_${level}_show`] = true; - } else { - finalSetAttrs[`spells_level_${level}_show`] = ''; - } - } - }, - }); - } - updateChatMacro() { - const spellSlots = { - 0: [], - 1: [], - 2: [], - 3: [], - 4: [], - 5: [], - 6: [], - 7: [], - 8: [], - 9: [], - }; - - const collectionArray = ['spells_show_unprepared']; - for (let i = 0; i <= 9; i++) { - collectionArray.push(`spells_level_${0}_macro_var`); - } - getSetRepeatingItems('spells.updateChatMacro', { - repeatingItems: ['repeating_spell'], - collectionArray, - collectionArrayAddItems: ['name', 'spell_level', 'is_prepared'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - const showUnprepared = v.spells_show_unprepared === 'on' || isUndefinedOrEmpty(v.spells_show_unprepared); - const spellName = v[`${repeatingString}name`]; - const spellLevel = getIntValue(v[`${repeatingString}spell_level`], 0); - const spellPrepared = v[`${repeatingString}is_prepared`] === 'on'; - - if (spellName && spellPrepared) { - spellSlots[spellLevel].push(`[${spellName}](~repeating_spell_${id}_spell)`); - } else if (spellName && showUnprepared) { - spellSlots[spellLevel].push(`[${spellName}](~repeating_spell_${id}_spell)`); - } - } - - for (let i = 0; i <= 9; i++) { - if (spellSlots[i].length > 0) { - finalSetAttrs[`spells_level_${i}_macro_var`] = spellSlots[i].join(', '); - } else { - finalSetAttrs[`spells_level_${i}_macro_var`] = ''; - } - } - }, - }); - } - generateHigherLevelQueries() { - const collectionArray = ['warlock_level', 'number_of_classes']; - for (let i = 1; i <= 8; i++) { - collectionArray.push(`cast_as_level_${i}`); - collectionArray.push(`higher_level_query_${i}`); - } - for (let i = 1; i <= 9; i++) { - collectionArray.push(`spell_slots_l${i}`); - } - - getSetItems('spells.generateHigherLevelQueries', { - collectionArray, - callback: (v, finalSetAttrs) => { - for (let i = 1; i <= 8; i++) { - let higherLevelQuery = ''; - - if (i < 6 && v.number_of_classes === 1 && v.warlock_level > 0 && Math.ceil(getIntValue(v.warlock_level) / 2) >= i) { - let spellLevel = 1; - if (v.warlock_level >= 9) { - spellLevel = 5; - } else if (v.warlock_level >= 7) { - spellLevel = 4; - } else if (v.warlock_level >= 5) { - spellLevel = 3; - } else if (v.warlock_level >= 3) { - spellLevel = 2; - } - higherLevelQuery = spellLevel; - } else { - let levelQuery = ''; - for (let j = i; j <= 9; j++) { - if (getIntValue(v[`spell_slots_l${j}`])) { - levelQuery += `|${j}`; - } - } - higherLevelQuery = `?{Spell Level${levelQuery}}`; - } - if (higherLevelQuery !== '') { - finalSetAttrs[`higher_level_query_${i}`] = higherLevelQuery; - } else { - finalSetAttrs[`higher_level_query_${i}`] = i; - } - if (v[`spell_slots_l${i}`] === '0' && higherLevelQuery !== i) { - finalSetAttrs[`cast_as_level_${i}`] = higherLevelQuery; - } else { - finalSetAttrs[`cast_as_level_${i}`] = ''; - } - } - }, - }); - } - watchForChanges() { - const spellsWatch = ['change:spells_show_spell_level_if_all_slots_are_used']; - for (let i = 0; i <= 9; i++) { - spellsWatch.push(`change:spells_level_${i}_macro_var`); - spellsWatch.push(`change:spell_slots_l${i}`); - spellsWatch.push(`change:spell_slots_l${i}_max`); - } - on(spellsWatch.join(' '), () => { - this.updateShowHide(); - }); - } - setup() { - on('change:repeating_spell', (eventInfo) => { - const repeatingInfo = getRepeatingInfo('repeating_spell', eventInfo); - if (repeatingInfo && repeatingInfo.field !== 'roll_toggle' && repeatingInfo.field !== 'toggle_details' && repeatingInfo.field !== 'to_hit' && repeatingInfo.field !== 'attack_formula' && repeatingInfo.field !== 'damage_formula' && repeatingInfo.field !== 'damage_crit' && repeatingInfo.field !== 'second_damage_formula' && repeatingInfo.field !== 'second_damage_crit' && repeatingInfo.field !== 'damage_string' && repeatingInfo.field !== 'saving_throw_dc' && repeatingInfo.field !== 'heal_formula' && repeatingInfo.field !== 'higher_level_query' && repeatingInfo.field !== 'parsed') { - this.update(repeatingInfo.rowId); - } - }); - on('change:default_ability', () => { - this.updateDefaultAbility(); - }); - on('change:pb change:global_spell_attack_bonus change:global_spell_damage_bonus change:global_spell_dc_bonus change:global_spell_heal_bonus', () => { - this.update(); - }); - on('change:spells_srd', () => { - this.updateFromSRD(); - }); - on('change:spell_slots_l1_bonus change:spell_slots_l2_bonus change:spell_slots_l3_bonus change:spell_slots_l4_bonus change:spell_slots_l5_bonus change:spell_slots_l6_bonus change:spell_slots_l7_bonus change:spell_slots_l8_bonus change:spell_slots_l9_bonus', () => { - this.updateSlots(); - }); - this.watchForChanges(); - on('change:repeating_spell', (eventInfo) => { - const repeatingInfo = getRepeatingInfo('repeating_spell', eventInfo); - if (repeatingInfo && (repeatingInfo.field === 'name' || repeatingInfo.field === 'spell_level' || repeatingInfo.field === 'is_prepared')) { - this.updateChatMacro(); - } - }); - on('change:spells_show_unprepared remove:repeating_spell', () => { - this.updateChatMacro(); - }); - on('change:warlock_level change:spell_slots_l1 change:spell_slots_l2 change:spell_slots_l3 change:spell_slots_l4 change:spell_slots_l5 change:spell_slots_l6 change:spell_slots_l7 change:spell_slots_l8 change:spell_slots_l9', () => { - this.generateHigherLevelQueries(); - }); - } -} diff --git a/5eShaped/precompiled/scripts/Traits.js b/5eShaped/precompiled/scripts/Traits.js deleted file mode 100644 index bfc9733e8a..0000000000 --- a/5eShaped/precompiled/scripts/Traits.js +++ /dev/null @@ -1,94 +0,0 @@ -/* global generateRowID:falsee */ - -import { TOGGLE_VARS } from './constants'; -import { getSetRepeatingItems, isUndefinedOrEmpty } from './utilities'; - -export class Traits { - calculatePercentDifference(oldValue, newValue) { - return Math.abs(((oldValue - newValue) / oldValue) * 100); - } - set(obj) { - if (!obj.name) { - obj.name = obj.storageName; - } - const collectionArrayAddItems = ['storage_name', 'name', 'uses', 'freetext', 'saving_throw_toggle', 'damage_toggle', 'heal_toggle', 'extras_toggle', 'display_text']; - for (const prop in obj) { - if (obj.hasOwnProperty(prop)) { - collectionArrayAddItems.push(prop); - } - } - let itemId; - let repeatingString; - - getSetRepeatingItems('traits.set', { - repeatingItems: ['repeating_trait'], - collectionArrayAddItems, - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - repeatingString = `${repeatingItem}_${id}_`; - - if (v[`${repeatingString}storage_name`] === obj.storageName) { - itemId = id; - } - } - if (!itemId) { - itemId = generateRowID(); - } - - repeatingString = `${repeatingItem}_${itemId}_`; - if (!obj.clear && isUndefinedOrEmpty(v[`${repeatingString}storage_name`])) { - finalSetAttrs[`${repeatingString}storage_name`] = obj.storageName; - } - if (!obj.clear && v[`${repeatingString}name`] !== obj.name) { - finalSetAttrs[`${repeatingString}name`] = obj.name; - } - delete obj.storageName; - - if (obj.clear) { - delete obj.clear; - for (const prop in obj) { - if (obj.hasOwnProperty(prop) && !isUndefinedOrEmpty(v[`${repeatingString}${prop}`])) { - finalSetAttrs[`${repeatingString}${prop}`] = obj[prop]; - } - } - } else { - for (const prop in obj) { - if (obj.hasOwnProperty(prop)) { - if ((prop === 'name' || prop === 'freetext') && (isUndefinedOrEmpty(v[`${repeatingString}${prop}`]) || this.calculatePercentDifference(v[`${repeatingString}${prop}`].length, obj[prop].length) < 10)) { - finalSetAttrs[`${repeatingString}${prop}`] = obj[prop]; - } else if (v[`${repeatingString}${prop}`] !== obj[prop]) { - finalSetAttrs[`${repeatingString}${prop}`] = obj[prop]; - } - } - } - if (obj.type && isUndefinedOrEmpty(v[`${repeatingString}type`])) { - finalSetAttrs[`${repeatingString}type`] = obj.type; - } - if (obj.saving_throw_ability || obj.saving_throw_bonus || obj.saving_throw_vs_ability) { - finalSetAttrs[`${repeatingString}saving_throw_toggle`] = TOGGLE_VARS.saving_throw; - } - if (obj.damage || obj.damage_ability || obj.damage_bonus) { - finalSetAttrs[`${repeatingString}damage_toggle`] = TOGGLE_VARS.damage; - } - if (obj.heal || obj.heal_ability || obj.heal_bonus || obj.heal_query_toggle) { - finalSetAttrs[`${repeatingString}heal_toggle`] = TOGGLE_VARS.heal; - } - if (obj.freetext && isUndefinedOrEmpty(v[`${repeatingString}extras_toggle`])) { - finalSetAttrs[`${repeatingString}extras_toggle`] = TOGGLE_VARS.extras; - } - if (obj.uses_max && !obj.uses && isUndefinedOrEmpty(v[`${repeatingString}uses`])) { - finalSetAttrs[`${repeatingString}uses`] = obj.uses_max; - } - if (obj.freetext && repeatingItem === 'repeating_trait' && (isUndefinedOrEmpty(v[`${repeatingString}display_text`]) || - this.calculatePercentDifference(v[`${repeatingString}display_text`].length, obj.freetext.length) < 10)) { - finalSetAttrs[`${repeatingString}display_text`] = obj.freetext; - } - finalSetAttrs[`${repeatingString}toggle_details`] = 0; - } - }, - returnCallback: () => { - return itemId; - }, - }); - } -} diff --git a/5eShaped/precompiled/scripts/Upgrade.js b/5eShaped/precompiled/scripts/Upgrade.js deleted file mode 100644 index 016b85be21..0000000000 --- a/5eShaped/precompiled/scripts/Upgrade.js +++ /dev/null @@ -1,602 +0,0 @@ -/* global on:false, generateRowID:false */ - -import { Abilities } from './Abilities'; -const abilities = new Abilities(); -import { AbilityChecks } from './AbilityChecks'; -const abilityChecks = new AbilityChecks(); -import { Actions } from './Actions'; -const actions = new Actions(); -import { Attachers } from './Attachers'; -const attachers = new Attachers(); -import { Attacks } from './Attacks'; -const attacks = new Attacks(); -import { Character } from './Character'; -const character = new Character(); -import { ClassFeatures } from './ClassFeatures'; -const classFeatures = new ClassFeatures(); -import { TOGGLE_VARS } from './constants'; -import { Equipment } from './Equipment'; -const equipment = new Equipment(); -import { Npc } from './Npc'; -const npc = new Npc(); -import { Resistances } from './Resistances'; -const resistances = new Resistances(); -import { SavingThrows } from './SavingThrows'; -const savingThrows = new SavingThrows(); -import { Settings } from './Settings'; -const settings = new Settings(); -import { Spells } from './Spells'; -const spells = new Spells(); -import { isUndefined, isUndefinedOrEmpty, getAbilityName, ordinalSpellLevel, getSetItems, getSetRepeatingItems } from './utilities'; -import { currentVersion } from './version'; - -export class Upgrade { - extasToExtrasFix(repeatingSection) { - getSetRepeatingItems('upgrade.extasToExtrasFix', { - repeatingItems: [repeatingSection], - collectionArrayAddItems: ['extas_toggle'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - if (!isUndefinedOrEmpty(v[`${repeatingString}extas_toggle`])) { - finalSetAttrs[`${repeatingString}extras_toggle`] = v[`${repeatingString}extas_toggle`]; - } - } - }, - }); - } - armorPlusDexRemoval() { - getSetRepeatingItems('upgrade.armorPlusDexRemoval', { - repeatingItems: ['repeating_armor'], - collectionArrayAddItems: ['type'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - const armorType = v[`${repeatingString}type`]; - if (armorType === 'Armor + Dex') { - finalSetAttrs[`${repeatingString}type`] = 'Light Armor'; - } - } - }, - }); - } - fixRollTwo() { - getSetItems('upgrade.fixRollTwo', { - collectionArray: ['roll_setting'], - callback: (v, finalSetAttrs) => { - if (v.roll_setting === '@{attr_roll_2}') { - finalSetAttrs.roll_setting = '{{roll2=[[d20@{d20_mod}'; - } - }, - }); - } - defaultAbility() { - getSetItems('upgrade.defaultAbility', { - collectionArray: ['default_ability'], - callback: (v, finalSetAttrs) => { - if (!isUndefinedOrEmpty(v.default_ability)) { - finalSetAttrs.default_ability = getAbilityName(v.default_ability); - } - }, - }); - } - hideFreetext() { - getSetItems('upgrade.hideFreetext', { - collectionArray: ['hide_freetext', 'hide_action_freetext'], - callback: (v, finalSetAttrs) => { - if (!isUndefinedOrEmpty(v.hide_action_freetext)) { - finalSetAttrs.hide_freetext = v.hide_action_freetext; - } - }, - }); - } - atSyntaxToAbilityName(v, finalSetAttrs, repeatingString, field) { - if (v[`${repeatingString}${field}`]) { - finalSetAttrs[`${repeatingString}${field}`] = getAbilityName(v[`${repeatingString}${field}`]); - } - } - skillAbility() { - getSetRepeatingItems('upgrade.skillAbility', { - repeatingItems: ['repeating_skill'], - collectionArrayAddItems: ['ability'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - this.atSyntaxToAbilityName(v, finalSetAttrs, repeatingString, 'ability'); - } - }, - }); - } - armorAbility() { - getSetItems('upgrade.armorAbility', { - collectionArray: ['ac_unarmored_ability'], - callback: (v, finalSetAttrs) => { - if (!isUndefinedOrEmpty(v.ac_unarmored_ability)) { - finalSetAttrs.ac_unarmored_ability = getAbilityName(v.ac_unarmored_ability); - } - }, - }); - } - actionComponents() { - getSetRepeatingItems('upgrade.actionComponents', { - repeatingItems: ['repeating_attack', 'repeating_spell', 'repeating_trait', 'repeating_action', 'repeating_reaction', 'repeating_legendaryaction', 'repeating_lairaction', 'repeating_regionaleffect'], - collectionArrayAddItems: ['attack_ability', 'damage_ability', 'second_damage_ability', 'heal_ability', 'saving_throw_ability', 'saving_throw_vs_ability'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - this.atSyntaxToAbilityName(v, finalSetAttrs, repeatingString, 'attack_ability'); - this.atSyntaxToAbilityName(v, finalSetAttrs, repeatingString, 'damage_ability'); - this.atSyntaxToAbilityName(v, finalSetAttrs, repeatingString, 'second_damage_ability'); - this.atSyntaxToAbilityName(v, finalSetAttrs, repeatingString, 'heal_ability'); - this.atSyntaxToAbilityName(v, finalSetAttrs, repeatingString, 'saving_throw_ability'); - - if (v[`${repeatingString}saving_throw_vs_ability`]) { - finalSetAttrs[`${repeatingString}saving_throw_vs_ability`] = v[`${repeatingString}saving_throw_vs_ability`].toUpperCase(); - } - } - }, - }); - } - newAttackToggle() { - getSetRepeatingItems('upgrade.newAttackToggle', { - repeatingItems: ['repeating_attack', 'repeating_spell', 'repeating_action', 'repeating_reaction', 'repeating_legendaryaction', 'repeating_lairaction', 'repeating_regionaleffect'], - collectionArrayAddItems: ['roll_toggle'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (v[`${repeatingString}roll_toggle`] === '{{vs_ac=1}} @{roll_info} {{roll1=[[@{shaped_d20}cs>@{crit_range} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}') { - finalSetAttrs[`${repeatingString}roll_toggle`] = TOGGLE_VARS.roll; - } - } - }, - }); - } - newAttackToggleTwo() { - getSetRepeatingItems('upgrade.newAttackToggleTwo', { - repeatingItems: ['repeating_attack', 'repeating_spell', 'repeating_action', 'repeating_reaction', 'repeating_legendaryaction', 'repeating_lairaction', 'repeating_regionaleffect'], - collectionArrayAddItems: ['roll_toggle'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (v[`${repeatingString}roll_toggle`].indexOf('vs_saving_throw') !== -1) { - finalSetAttrs[`${repeatingString}roll_toggle`] = TOGGLE_VARS.roll; - } - } - }, - }); - } - newAbilityDefaults() { - getSetRepeatingItems('upgrade.newAbilityDefaults', { - repeatingItems: ['repeating_attack', 'repeating_action', 'repeating_reaction', 'repeating_legendaryaction', 'repeating_lairaction', 'repeating_regionaleffect'], - collectionArrayAddItems: ['roll_toggle', 'roll_ability', 'damage_toggle', 'damage_ability'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (!isUndefinedOrEmpty(v[`${repeatingString}roll_toggle`]) && isUndefined(v[`${repeatingString}roll_ability`])) { - finalSetAttrs[`${repeatingString}roll_ability`] = 'strength'; - } - if (!isUndefinedOrEmpty(v[`${repeatingString}damage_toggle`]) && isUndefined(v[`${repeatingString}damage_ability`])) { - finalSetAttrs[`${repeatingString}damage_ability`] = 'strength'; - } - } - }, - }); - } - changeOldToggleToNew(v, finalSetAttrs, field, oldValue, newValue) { - if (v[field] === `@{${oldValue}}`) { - finalSetAttrs[field] = newValue; - } - } - removeToggleVar() { - getSetItems('upgrade.removeToggleVar', { - collectionArray: ['careful_spell_toggle', 'distant_spell_toggle', 'empowered_spell_toggle', 'extended_spell_toggle', 'heightened_spell_toggle', 'quickened_spell_toggle', 'subtle_spell_toggle', 'twinned_spell_toggle', 'initiative_tie_breaker', 'ammo_auto_use', 'hide_attack', 'hide_damage', 'hide_saving_throw_dc', 'hide_spell_content', 'hide_action_freetext', 'hide_saving_throw_failure', 'hide_saving_throw_success', 'hide_recharge', 'initiative_output_option', 'output_option', 'death_save_output_option', 'hit_dice_output_option', 'roll_setting', 'show_character_name', 'attacks_vs_target_ac', 'attacks_vs_target_name', 'initiative_roll', 'initiative_to_tracker'], - callback: (v, finalSetAttrs) => { - this.changeOldToggleToNew(v, finalSetAttrs, 'careful_spell_toggle', 'careful_spell_toggle_var', '1'); - this.changeOldToggleToNew(v, finalSetAttrs, 'distant_spell_toggle', 'distant_spell_toggle_var', '1'); - this.changeOldToggleToNew(v, finalSetAttrs, 'empowered_spell_toggle', 'empowered_spell_toggle_var', '1'); - this.changeOldToggleToNew(v, finalSetAttrs, 'extended_spell_toggle', 'extended_spell_toggle_var', '1'); - this.changeOldToggleToNew(v, finalSetAttrs, 'heightened_spell_toggle', 'heightened_spell_toggle_var', '1'); - this.changeOldToggleToNew(v, finalSetAttrs, 'quickened_spell_toggle', 'quickened_spell_toggle_var', '1'); - this.changeOldToggleToNew(v, finalSetAttrs, 'subtle_spell_toggle', 'subtle_spell_toggle_var', '1'); - this.changeOldToggleToNew(v, finalSetAttrs, 'twinned_spell_toggle', 'twinned_spell_toggle_var', '1'); - this.changeOldToggleToNew(v, finalSetAttrs, 'initiative_tie_breaker', 'initiative_tie_breaker_var', '[[@{initiative} / 100]][tie breaker]'); - this.changeOldToggleToNew(v, finalSetAttrs, 'ammo_auto_use', 'ammo_auto_use_var', '1'); - - this.changeOldToggleToNew(v, finalSetAttrs, 'hide_attack', 'hide_attack_var', '{{hide_attack=1}}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'hide_damage', 'hide_damage_var', '{{hide_damage=1}}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'hide_saving_throw_dc', 'hide_saving_throw_dc_var', '{{hide_saving_throw_dc=1}}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'hide_spell_content', 'hide_spell_content_var', '{{hide_spell_content=1}}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'hide_action_freetext', 'hide_action_freetext_var', '{{hide_freetext=1}}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'hide_saving_throw_failure', 'hide_saving_throw_failure_var', '{{hide_saving_throw_failure=1}}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'hide_saving_throw_success', 'hide_saving_throw_success_var', '{{hide_saving_throw_success=1}}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'hide_recharge', 'hide_recharge_var', '{{hide_recharge=1}}'); - - this.changeOldToggleToNew(v, finalSetAttrs, 'initiative_output_option', 'output_to_all', ''); - this.changeOldToggleToNew(v, finalSetAttrs, 'initiative_output_option', 'output_to_gm', '/w GM'); - this.changeOldToggleToNew(v, finalSetAttrs, 'output_option', 'output_to_all', ''); - this.changeOldToggleToNew(v, finalSetAttrs, 'output_option', 'output_to_gm', '/w GM'); - this.changeOldToggleToNew(v, finalSetAttrs, 'death_save_output_option', 'output_to_all', ''); - this.changeOldToggleToNew(v, finalSetAttrs, 'death_save_output_option', 'output_to_gm', '/w GM'); - this.changeOldToggleToNew(v, finalSetAttrs, 'hit_dice_output_option', 'output_to_all', ''); - this.changeOldToggleToNew(v, finalSetAttrs, 'hit_dice_output_option', 'output_to_gm', '/w GM'); - - this.changeOldToggleToNew(v, finalSetAttrs, 'roll_setting', 'roll_advantage', 'adv {{ignore=[[0'); - this.changeOldToggleToNew(v, finalSetAttrs, 'roll_setting', 'roll_disadvantage', 'dis {{ignore=[[0'); - this.changeOldToggleToNew(v, finalSetAttrs, 'roll_setting', 'roll_1', '{{ignore=[[0'); - this.changeOldToggleToNew(v, finalSetAttrs, 'roll_setting', 'roll_2', '{{roll2=[[d20@{d20_mod}'); - - this.changeOldToggleToNew(v, finalSetAttrs, 'show_character_name', 'show_character_name_no', ''); - this.changeOldToggleToNew(v, finalSetAttrs, 'show_character_name', 'show_character_name_yes', '{{show_character_name=1}}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'attacks_vs_target_ac', 'attacks_vs_target_ac_no', ''); - this.changeOldToggleToNew(v, finalSetAttrs, 'attacks_vs_target_ac', 'attacks_vs_target_ac_yes', '[[@{target|AC}]]'); - this.changeOldToggleToNew(v, finalSetAttrs, 'attacks_vs_target_name', 'attacks_vs_target_name_no', ''); - this.changeOldToggleToNew(v, finalSetAttrs, 'attacks_vs_target_name', 'attacks_vs_target_name_yes', '@{target|token_name}'); - - this.changeOldToggleToNew(v, finalSetAttrs, 'initiative_roll', 'normal_initiative', '@{shaped_d20}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'initiative_roll', 'advantage_on_initiative', '2d20@{d20_mod}kh1'); - this.changeOldToggleToNew(v, finalSetAttrs, 'initiative_roll', 'disadvantage_on_initiative', '2d20@{d20_mod}kl1'); - - this.changeOldToggleToNew(v, finalSetAttrs, 'initiative_to_tracker', 'initiative_to_tracker_yes', '@{selected|initiative_formula} &{tracker}'); - this.changeOldToggleToNew(v, finalSetAttrs, 'initiative_to_tracker', 'initiative_to_tracker_no', '@{initiative_formula}'); - }, - }); - } - changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, field, oldValue, newValue) { - if (v[`${repeatingString}${field}`] === `@{${oldValue}}`) { - finalSetAttrs[`${repeatingString}${field}`] = newValue; - } - } - actionComponentsToRemoveExtraFields() { - getSetRepeatingItems('upgrade.actionComponentsToRemoveExtraFields', { - repeatingItems: ['repeating_attack', 'repeating_spell', 'repeating_trait', 'repeating_action', 'repeating_reaction', 'repeating_legendaryaction', 'repeating_lairaction', 'repeating_regionaleffect'], - collectionArrayAddItems: ['roll_toggle', 'content_toggle', 'saving_throw_toggle', 'damage_toggle', 'second_damage_toggle', 'extras_toggle', 'heal_toggle', 'heal_query_toggle', 'higher_level_toggle', 'special_effects_toggle'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'roll_toggle', 'roll_toggle_var', '{{vs_ac=1}} @{roll_info} {{roll1=[[@{shaped_d20}cs>@{crit_range} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}'); - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'content_toggle', 'content_toggle_var', '{{content=@{content}}}'); - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'saving_throw_toggle', 'saving_throw_toggle_var', '{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}'); - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'damage_toggle', 'damage_toggle_var', '{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}'); - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'second_damage_toggle', 'second_damage_toggle_var', '{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}'); - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'extras_toggle', 'extras_var', '{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}'); - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'heal_toggle', 'heal_toggle_var', '{{heal=[[@{heal_formula}]]}}'); - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'heal_query_toggle', 'heal_query', '?{Heal Bonus Amount|}'); - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'higher_level_toggle', 'higher_level_toggle_var', '{{cast_as_level=@{higher_level_query}}}'); - this.changeOldRepeatingToggleToNew(v, finalSetAttrs, repeatingString, 'special_effects_toggle', 'special_effects_var', '{{fx=@{type}-@{color} @{points_of_origin}}}'); - } - }, - }); - } - displayTextForTraits() { - getSetRepeatingItems('upgrade.displayTextForTraits', { - repeatingItems: ['repeating_trait'], - collectionArrayAddItems: ['display_text', 'freetext'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - - if (isUndefinedOrEmpty(v[`${repeatingString}display_text`])) { - finalSetAttrs[`${repeatingString}display_text`] = v[`${repeatingString}freetext`]; - } - } - }, - }); - } - spellToTranslations() { - getSetRepeatingItems('upgrade.spellToTranslations', { - repeatingItems: ['repeating_spell'], - collectionArrayAddItems: ['spell_level', 'school', 'casting_time', 'components', 'duration', 'concentration', 'saving_throw_vs_ability'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (v[`${repeatingString}spell_level`]) { - finalSetAttrs[`${repeatingString}spell_level`] = ordinalSpellLevel(v[`${repeatingString}spell_level`]); - } - if (v[`${repeatingString}school`]) { - finalSetAttrs[`${repeatingString}school`] = v[`${repeatingString}school`].toUpperCase(); - } - if (v[`${repeatingString}casting_time`]) { - finalSetAttrs[`${repeatingString}casting_time`] = v[`${repeatingString}casting_time`].trim().toUpperCase().replace(/\s/g, '_'); - } - if (v[`${repeatingString}components`]) { - finalSetAttrs[`${repeatingString}components`] = `COMPONENTS_${v[`${repeatingString}components`].trim().toUpperCase().replace(/\s/g, '_')}`; - } - if (v[`${repeatingString}duration`]) { - let duration = ''; - if (v[`${repeatingString}concentration`] === 'Yes') { - duration += 'CONCENTRATION_'; - } - duration += v[`${repeatingString}duration`].trim().toUpperCase().replace(/\s/g, '_'); - finalSetAttrs[`${repeatingString}duration`] = duration; - } - if (finalSetAttrs[`${repeatingString}saving_throw_vs_ability`]) { - finalSetAttrs[`${repeatingString}saving_throw_vs_ability`] = v[`${repeatingString}saving_throw_vs_ability`].toUpperCase(); - } - } - }, - }); - } - spellLevelForCantrips() { - getSetRepeatingItems('upgrade.spellLevelForCantrips', { - repeatingItems: ['repeating_spell'], - collectionArrayAddItems: ['spell_level'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (isUndefinedOrEmpty(v[`${repeatingString}spell_level`]) || v[`${repeatingString}spell_level`] === '0' || v[`${repeatingString}spell_level`] === 0) { - finalSetAttrs[`${repeatingString}spell_level`] = 'CANTRIP'; - } - } - }, - }); - } - spellEffectsNaming() { - getSetRepeatingItems('upgrade.spellEffectsNaming', { - repeatingItems: ['repeating_spell'], - collectionArrayAddItems: ['special_effects_toggle', 'type', 'color', 'points_of_origin'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (!isUndefinedOrEmpty(v[`${repeatingString}special_effects_toggle`])) { - finalSetAttrs[`${repeatingString}special_effects_toggle`] = '{{fx=@{special_effects_type}-@{special_effects_color} @{special_effects_points_of_origin}}}'; - - if (!isUndefinedOrEmpty(v[`${repeatingString}type`]) && v[`${repeatingString}type`] !== 'Ranged' && v[`${repeatingString}type`] !== 'Melee') { - finalSetAttrs[`${repeatingString}special_effects_type`] = v[`${repeatingString}type`]; - } - if (!isUndefinedOrEmpty(v[`${repeatingString}color`])) { - finalSetAttrs[`${repeatingString}special_effects_color`] = v[`${repeatingString}color`]; - } - if (!isUndefinedOrEmpty(v[`${repeatingString}points_of_origin`])) { - finalSetAttrs[`${repeatingString}special_effects_points_of_origin`] = v[`${repeatingString}points_of_origin`]; - } - } - } - }, - }); - } - critDamage() { - getSetRepeatingItems('upgrade.critDamage', { - repeatingItems: ['repeating_attack', 'repeating_spell', 'repeating_trait', 'repeating_action', 'repeating_reaction', 'repeating_legendaryaction', 'repeating_lairaction', 'repeating_regionaleffect'], - collectionArrayAddItems: ['damage', 'damage_crit', 'second_damage', 'second_damage_crit'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (!v[`${repeatingString}damage_crit`] && v[`${repeatingString}damage`]) { - finalSetAttrs[`${repeatingString}damage_crit`] = v[`${repeatingString}damage`]; - } else if (v[`${repeatingString}damage`] && v[`${repeatingString}damage_crit`]) { - finalSetAttrs[`${repeatingString}damage_crit`] = `${v[`${repeatingString}damage`]} + ${v[`${repeatingString}damage_crit`]}`; - } - if (!v[`${repeatingString}second_damage_crit`] && v[`${repeatingString}second_damage`]) { - finalSetAttrs[`${repeatingString}second_damage_crit`] = v[`${repeatingString}second_damage`]; - } else if (v[`${repeatingString}second_damage`] && v[`${repeatingString}second_damage_crit`]) { - finalSetAttrs[`${repeatingString}second_damage_crit`] = `${v[`${repeatingString}second_damage`]} + ${v[`${repeatingString}second_damage_crit`]}`; - } - } - }, - }); - } - oldValueToNew(v, finalSetAttrs, repeatingString, newRepeatingString, field) { - finalSetAttrs[`${newRepeatingString}${field}`] = v[`${repeatingString}${field}`]; - } - resourcesToTraits() { - getSetRepeatingItems('upgrade.resourcesToTraits', { - repeatingItems: ['repeating_resource'], - collectionArrayAddItems: ['name', 'uses', 'uses_max', 'toggle_details', 'recharge', 'extras_toggle', 'freetext', 'freeform'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - const fieldsToSwap = ['name', 'uses', 'uses_max', 'toggle_details', 'recharge', 'extras_toggle', 'freetext', 'freeform']; - for (const id of ids) { - for (const field of fieldsToSwap) { - this.oldValueToNew(v, finalSetAttrs, `${repeatingItem}_${id}_`, `repeating_trait_${generateRowID()}_`, field); - } - } - }, - }); - } - classFeaturesToTraits() { - getSetRepeatingItems('upgrade.classFeaturesToTraits', { - repeatingItems: ['repeating_classfeature'], - collectionArrayAddItems: ['name', 'uses', 'uses_max', 'recharge', 'saving_throw_toggle', 'saving_throw_condition', 'saving_throw_ability', 'saving_throw_bonus', 'saving_throw_vs_ability', 'saving_throw_failure', 'saving_throw_success', 'damage_toggle', 'damage', 'damage_ability', 'damage_bonus', 'damage_type', 'second_damage_toggle', 'second_damage', 'second_damage_ability', 'second_damage_bonus', 'second_damage_type', 'heal', 'heal_ability', 'heal_bonus', 'heal_query_toggle', 'extras_toggle', 'emote', 'freetext', 'freeform'], - callback: (v, finalSetAttrs, ids, repeatingItem) => { - const fieldsToSwap = ['name', 'uses', 'uses_max', 'recharge', 'saving_throw_toggle', 'saving_throw_condition', 'saving_throw_ability', 'saving_throw_bonus', 'saving_throw_vs_ability', 'saving_throw_failure', 'saving_throw_success', 'damage_toggle', 'damage', 'damage_ability', 'damage_bonus', 'damage_type', 'second_damage_toggle', 'second_damage', 'second_damage_ability', 'second_damage_bonus', 'second_damage_type', 'heal', 'heal_ability', 'heal_bonus', 'heal_query_toggle', 'extras_toggle', 'emote', 'freetext', 'display_text', 'freeform']; - - for (const id of ids) { - for (const field of fieldsToSwap) { - this.oldValueToNew(v, finalSetAttrs, `${repeatingItem}_${id}_`, `repeating_trait_${generateRowID()}_`, field); - } - } - }, - }); - } - versionCompare(v1, v2, options) { - const lexicographical = options && options.lexicographical; - const zeroExtend = options && options.zeroExtend; - let v1parts = v1.split('.'); - let v2parts = v2.split('.'); - - const isValidPart = (x) => { - return (lexicographical ? /^\d+[A-Za-z]*$/ : /^\d+$/).test(x); - }; - - if (!v1parts.every(isValidPart) || !v2parts.every(isValidPart)) { - return NaN; - } - - if (zeroExtend) { - while (v1parts.length < v2parts.length) { - v1parts.push('0'); - } - while (v2parts.length < v1parts.length) { - v2parts.push('0'); - } - } - - if (!lexicographical) { - v1parts = v1parts.map(Number); - v2parts = v2parts.map(Number); - } - - for (let i = 0; i < v1parts.length; ++i) { - if (v2parts.length === i) { - return 1; - } - - if (v1parts[i] === v2parts[i]) { - continue; - } else if (v1parts[i] > v2parts[i]) { - return 1; - } else { - return -1; - } - } - - if (v1parts.length !== v2parts.length) { - return -1; - } - - return 0; - } - - upgrade() { - if (this.versionCompare(currentVersion, '2.1.0') < 0) { - npc.updateChallenge(); - resistances.updateDamageVulnerabilities(); - resistances.updateDamageResistances(); - resistances.updateDamageImmunities(); - resistances.updateConditionImmunities(); - npc.updateLanguages(); - npc.updateSenses(); - } - if (this.versionCompare(currentVersion, '2.1.3') < 0) { - npc.updateType(); - character.updateAlignment(); - } - if (this.versionCompare(currentVersion, '2.1.5') < 0) { - npc.updateAC(); - } - if (this.versionCompare(currentVersion, '2.1.10') < 0) { - savingThrows.update(); - } - if (this.versionCompare(currentVersion, '2.1.13') < 0) { - equipment.weigh(); - } - if (this.versionCompare(currentVersion, '2.1.15') < 0) { - this.displayTextForTraits(); - } - if (this.versionCompare(currentVersion, '2.2.2') < 0) { - this.resourcesToTraits(); - } - if (this.versionCompare(currentVersion, '2.2.4') < 0) { - abilityChecks.updateInitiative(); - } - if (this.versionCompare(currentVersion, '2.2.5') < 0) { - equipment.weighAmmo(); - } - if (this.versionCompare(currentVersion, '2.2.6') < 0) { - character.updateLevels(); - this.extasToExtrasFix('repeating_attack'); - this.extasToExtrasFix('repeating_action'); - this.extasToExtrasFix('repeating_spell'); - } - if (this.versionCompare(currentVersion, '2.3.3') < 0) { - attachers.update(); - } - if (this.versionCompare(currentVersion, '2.4.2') < 0) { - abilities.updateModifiers(); - actions.updateChatMacro('trait'); - actions.updateChatMacro('action'); - actions.updateChatMacro('reaction'); - actions.updateChatMacro('legendaryaction'); - } - if (this.versionCompare(currentVersion, '2.4.3') < 0) { - classFeatures.set(); - } - if (this.versionCompare(currentVersion, '2.4.7') < 0) { - this.classFeaturesToTraits(); - } - if (this.versionCompare(currentVersion, '2.4.8') < 0) { - this.fixRollTwo(); - } - if (this.versionCompare(currentVersion, '2.4.12') < 0) { - this.armorPlusDexRemoval(); - equipment.updateArmor(); - } - if (this.versionCompare(currentVersion, '3.1.0') < 0) { - attacks.updateChatMacro(); - } - if (this.versionCompare(currentVersion, '3.2.1') < 0) { - this.critDamage(); - } - if (this.versionCompare(currentVersion, '3.2.3') < 0) { - resistances.updateDamageResistancesVar(); - } - if (this.versionCompare(currentVersion, '3.5.0') < 0) { - spells.updateChatMacro(); - } - if (this.versionCompare(currentVersion, '3.5.1') < 0) { - spells.updateSlots(); - } - if (this.versionCompare(currentVersion, '3.6.1') < 0) { - npc.updateHD(); - npc.switchTo(); - } - if (this.versionCompare(currentVersion, '4.1.4') < 0) { - this.armorAbility(); - this.actionComponents(); - this.skillAbility(); - } - if (this.versionCompare(currentVersion, '4.1.5') < 0) { - abilityChecks.updateSkill(); - } - if (this.versionCompare(currentVersion, '4.2.0') < 0) { - character.updateD20Mod(); - } - if (this.versionCompare(currentVersion, '4.2.1') < 0) { - this.actionComponentsToRemoveExtraFields(); - abilityChecks.updateMacro(); - this.removeToggleVar(); - } - if (this.versionCompare(currentVersion, '4.2.3') < 0) { - equipment.updateArmor(); - } - if (this.versionCompare(currentVersion, '4.4.0') < 0) { - savingThrows.updateCustomSavingThrows(); - this.newAttackToggle(); - spells.generateHigherLevelQueries(); - } - if (this.versionCompare(currentVersion, '4.4.1') < 0) { - this.newAbilityDefaults(); - } - if (this.versionCompare(currentVersion, '4.4.2') < 0) { - spells.updateShowHide(); - } - if (this.versionCompare(currentVersion, '5.0.0') < 0) { - this.spellToTranslations(); - } - if (this.versionCompare(currentVersion, '5.0.3') < 0) { - savingThrows.updateCustomSavingThrowToggle(); - } - if (this.versionCompare(currentVersion, '5.0.4') < 0) { - this.defaultAbility(); - } - if (this.versionCompare(currentVersion, '5.0.6') < 0) { - this.spellLevelForCantrips(); - } - if (this.versionCompare(currentVersion, '5.2.3') < 0) { - this.hideFreetext(); - } - if (this.versionCompare(currentVersion, '6.0.1') < 0) { - this.newAttackToggleTwo(); - spells.update(); - attacks.update(); - actions.updateAll(); - } - if (this.versionCompare(currentVersion, '6.0.4') < 0) { - this.spellEffectsNaming(); - } - if (this.versionCompare(currentVersion, '6.1.1') < 0) { - settings.updateShapedD20(); - } - - } -} diff --git a/5eShaped/precompiled/scripts/constants.js b/5eShaped/precompiled/scripts/constants.js deleted file mode 100644 index 8fa8e16466..0000000000 --- a/5eShaped/precompiled/scripts/constants.js +++ /dev/null @@ -1,34 +0,0 @@ -const SKILLS = { - ACROBATICS: 'dexterity', - ANIMALHANDLING: 'wisdom', - ARCANA: 'intelligence', - ATHLETICS: 'strength', - DECEPTION: 'charisma', - HISTORY: 'intelligence', - INSIGHT: 'wisdom', - INTIMIDATION: 'charisma', - INVESTIGATION: 'intelligence', - MEDICINE: 'wisdom', - NATURE: 'intelligence', - PERCEPTION: 'wisdom', - PERFORMANCE: 'charisma', - PERSUASION: 'charisma', - RELIGION: 'intelligence', - SLEIGHTOFHAND: 'dexterity', - STEALTH: 'dexterity', - SURVIVAL: 'wisdom', -}; -const CLASSES = ['barbarian', 'bard', 'cleric', 'druid', 'fighter', 'monk', 'paladin', 'ranger', 'rogue', 'sorcerer', 'warlock', 'wizard']; -const ABILITIES = ['strength', 'dexterity', 'constitution', 'intelligence', 'wisdom', 'charisma']; -const TOGGLE_VARS = { - roll: '{{vs_ac=1}} @{roll_info} {{roll1=[[@{shaped_d20}cs>@{crit_range} + @{attack_formula}]]}} @{roll_setting}cs>@{crit_range} + @{attack_formula}]]}} {{targetAC=@{attacks_vs_target_ac}}} {{targetName=@{attacks_vs_target_name}}}', - saving_throw: '{{saving_throw_condition=@{saving_throw_condition}}} {{saving_throw_dc=@{saving_throw_dc}}} {{saving_throw_vs_ability=@{saving_throw_vs_ability}}} {{saving_throw_failure=@{saving_throw_failure}}} {{saving_throw_success=@{saving_throw_success}}} {{targetName=@{attacks_vs_target_name}}}', - damage: '{{damage=[[@{damage_formula}]]}} {{damage_type=@{damage_type}}} {{crit_damage=[[0d0 + @{damage_crit}[crit damage] @{damage_crit_formula}]]}}', - second_damage: '{{second_damage=[[@{second_damage_formula}]]}} {{second_damage_type=@{second_damage_type}}} {{second_crit_damage=[[0d0 + @{second_damage_crit}[crit damage] @{second_damage_crit_formula}]]}}', - heal: '{{heal=[[@{heal_formula}]]}}', - heal_query: '?{Heal Bonus Amount|}', - extras: '{{emote=@{emote}}} {{freetext=@{freetext}}} @{freeform}', - higher_level: '{{cast_as_level=@{higher_level_query}}}', -}; - -export { SKILLS, CLASSES, ABILITIES, TOGGLE_VARS }; diff --git a/5eShaped/precompiled/scripts/sheetWorkers.js b/5eShaped/precompiled/scripts/sheetWorkers.js deleted file mode 100644 index 0e16b7ff9f..0000000000 --- a/5eShaped/precompiled/scripts/sheetWorkers.js +++ /dev/null @@ -1,47 +0,0 @@ -/* global setAttrs:false, getAttrs:false, on:false, getSectionIDs:false, generateRowID:false, getTranslationByKey:false */ - -import { Abilities } from './Abilities'; -const abilities = new Abilities(); -abilities.setup(); -import { AbilityChecks } from './AbilityChecks'; -const abilityChecks = new AbilityChecks(); -abilityChecks.setup(); -import { Actions } from './Actions'; -const actions = new Actions(); -actions.setup(); -import { Attachers } from './Attachers'; -const attachers = new Attachers(); -attachers.setup(); -import { Attacks } from './Attacks'; -const attacks = new Attacks(); -attacks.setup(); -import { Character } from './Character'; -const character = new Character(); -character.setup(); -import { Equipment } from './Equipment'; -const equipment = new Equipment(); -equipment.setup(); -import { ImportData } from './ImportData'; -const importData = new ImportData(); -importData.setup(); -import { Initialize } from './Initialize'; -const initialize = new Initialize(); -initialize.setup(); -import { Npc } from './Npc'; -const npc = new Npc(); -npc.setup(); -import { ProficiencyBonus } from './ProficiencyBonus'; -const proficiencyBonus = new ProficiencyBonus(); -proficiencyBonus.setup(); -import { Resistances } from './Resistances'; -const resistances = new Resistances(); -resistances.setup(); -import { SavingThrows } from './SavingThrows'; -const savingThrows = new SavingThrows(); -savingThrows.setup(); -import { Settings } from './Settings'; -const settings = new Settings(); -settings.setup(); -import { Spells } from './Spells'; -const spells = new Spells(); -spells.setup(); diff --git a/5eShaped/precompiled/scripts/updateToggles.js b/5eShaped/precompiled/scripts/updateToggles.js deleted file mode 100644 index abfca2094b..0000000000 --- a/5eShaped/precompiled/scripts/updateToggles.js +++ /dev/null @@ -1,380 +0,0 @@ -import { TOGGLE_VARS } from './constants'; -import { fromVOrFinalSetAttrs, getIntValue, getAbilityValue, addArithmeticOperator, getAbilityShortName, hasUpperCase, isUndefined, isUndefinedOrEmpty, exists } from './utilities'; - -const parseAttackComponent = (v, repeatingString, finalSetAttrs, options) => { - let parsed = v[`${repeatingString}parsed`]; - - if (isUndefinedOrEmpty(parsed)) { - parsed = finalSetAttrs[`${repeatingString}parsed`]; - } - - if (isUndefinedOrEmpty(parsed) || parsed.indexOf(options.parseName) === -1) { - let aTriggerFieldExists = false; - - if (options.triggerFields) { - for (const triggerField of options.triggerFields) { - if (!isUndefinedOrEmpty(v[`${repeatingString}${triggerField}`])) { - aTriggerFieldExists = true; - } - } - } - if (aTriggerFieldExists && isUndefinedOrEmpty(v[repeatingString + options.toggleField])) { - finalSetAttrs[repeatingString + options.toggleField] = options.toggleFieldSetTo; - - if (isUndefinedOrEmpty(finalSetAttrs[`${repeatingString}parsed`])) { - finalSetAttrs[`${repeatingString}parsed`] = ''; - } - finalSetAttrs[`${repeatingString}parsed`] += ` ${options.parseName}`; - } - if (options.attackAbility && isUndefined(v[`${repeatingString}attack_ability`])) { - finalSetAttrs[`${repeatingString}attack_ability`] = v.default_ability; - } - - if (options.addCastingModifier) { - if (!isUndefinedOrEmpty(v[`${repeatingString}damage`]) && isUndefined(v[`${repeatingString}damage_ability`])) { - finalSetAttrs[`${repeatingString}damage_ability`] = v.default_ability; - } - if (!isUndefinedOrEmpty(v[`${repeatingString}heal`]) && isUndefined(v[`${repeatingString}heal_ability`])) { - finalSetAttrs[`${repeatingString}heal_ability`] = v.default_ability; - } - } - if (options.addSecondCastingModifier) { - if (!isUndefinedOrEmpty(v[`${repeatingString}second_damage`]) && isUndefined(v[`${repeatingString}second_damage_ability`])) { - finalSetAttrs[`${repeatingString}second_damage_ability`] = v.default_ability; - } - } - } -}; -const updateAttackToggle = (v, finalSetAttrs, repeatingString, options) => { - parseAttackComponent(v, repeatingString, finalSetAttrs, { - attackAbility: options.attackAbility, - parseName: 'attack', - toggleField: 'roll_toggle', - toggleFieldSetTo: TOGGLE_VARS.roll, - triggerFields: ['type', 'attack_bonus'], - }); - - let attackFormula = ''; - const attackToggle = v[`${repeatingString}roll_toggle`]; - - let toHit = 0; - if (!attackToggle || attackToggle === TOGGLE_VARS.roll) { - const proficiency = v[`${repeatingString}proficiency`]; - if (!proficiency || proficiency === 'on') { - const pb = getIntValue(v.pb); - toHit += pb; - attackFormula += `${pb}[proficient]`; - } - - let attackAbility = v[`${repeatingString}attack_ability`]; - - if (isUndefined(attackAbility) && v[`${repeatingString}type`] === 'Melee Weapon') { - attackAbility = 'strength'; - finalSetAttrs[`${repeatingString}attack_ability`] = attackAbility; - } else if (isUndefined(attackAbility) && v[`${repeatingString}type`] === 'Ranged Weapon') { - attackAbility = 'dexterity'; - finalSetAttrs[`${repeatingString}attack_ability`] = attackAbility; - } else if (finalSetAttrs[`${repeatingString}attack_ability`]) { - attackAbility = finalSetAttrs[`${repeatingString}attack_ability`]; - } - attackAbility = getAbilityValue(v, attackAbility); - if (exists(attackAbility)) { - toHit += attackAbility; - attackFormula += `${addArithmeticOperator(attackFormula, attackAbility)}[${getAbilityShortName(v[`${repeatingString}attack_ability`])}]`; - } - - const attackBonus = getIntValue(v[`${repeatingString}attack_bonus`]); - if (exists(attackBonus)) { - toHit += attackBonus; - attackFormula += `${addArithmeticOperator(attackFormula, attackBonus)}[bonus]`; - } - - if (exists(options.globalAttackBonus)) { - if (!isNaN(options.globalAttackBonus)) { - toHit += getIntValue(options.globalAttackBonus); - } - attackFormula += `${addArithmeticOperator(attackFormula, options.globalAttackBonus)}[${options.globalAttackBonusLabel}]`; - } - - if (v[`${repeatingString}type`] === 'Melee Weapon') { - if (exists(options.globalMeleeAttackBonus)) { - if (!isNaN(options.globalMeleeAttackBonus)) { - toHit += getIntValue(options.globalMeleeAttackBonus); - } - attackFormula += `${addArithmeticOperator(attackFormula, options.globalMeleeAttackBonus)}[global melee attack bonus]`; - } - } else if (v[`${repeatingString}type`] === 'Ranged Weapon') { - if (exists(options.globalRangedAttackBonus)) { - if (!isNaN(options.globalRangedAttackBonus)) { - toHit += getIntValue(options.globalRangedAttackBonus); - } - attackFormula += `${addArithmeticOperator(attackFormula, options.globalRangedAttackBonus)}[global ranged attack bonus]`; - } - } - finalSetAttrs[`${repeatingString}attack_formula`] = attackFormula; - } - if (options.type === 'attack') { - finalSetAttrs[`${repeatingString}to_hit`] = toHit; - } -}; -const updateSavingThrowToggle = (v, finalSetAttrs, repeatingString, options) => { - parseAttackComponent(v, repeatingString, finalSetAttrs, { - parseName: 'savingThrow', - toggleField: 'saving_throw_toggle', - toggleFieldSetTo: TOGGLE_VARS.saving_throw, - triggerFields: ['saving_throw_ability', 'saving_throw_bonus', 'saving_throw_vs_ability'], - }); - if (fromVOrFinalSetAttrs(v, finalSetAttrs, `${repeatingString}saving_throw_toggle`) === TOGGLE_VARS.saving_throw) { - let savingThrowDC = getIntValue(v.base_dc) + getIntValue(v.pb); - let savingThrowAbility = v[`${repeatingString}saving_throw_ability`]; - if (isUndefined(savingThrowAbility) && v.default_ability) { - savingThrowAbility = v.default_ability; - finalSetAttrs[`${repeatingString}saving_throw_ability`] = v.default_ability; - } - - savingThrowDC += getAbilityValue(v, savingThrowAbility); - if (options && options.bonusDC) { - savingThrowDC += getIntValue(options.bonusDC); - } - savingThrowDC += getIntValue(v[`${repeatingString}saving_throw_bonus`]); - finalSetAttrs[`${repeatingString}saving_throw_dc`] = savingThrowDC; - } -}; -const updateDamageToggle = (v, finalSetAttrs, repeatingString, options) => { - parseAttackComponent(v, repeatingString, finalSetAttrs, { - addCastingModifier: exists(v[`${repeatingString}add_casting_modifier`]), - parseName: 'damage', - toggleField: 'damage_toggle', - toggleFieldSetTo: TOGGLE_VARS.damage, - triggerFields: ['damage', 'damage_ability', 'damage_bonus', 'damage_type'], - }); - - let damageString = ''; - let damageFormula = ''; - const damageToggle = v[`${repeatingString}damage_toggle`]; - let damageAbility = v[`${repeatingString}damage_ability`]; - let damageType; - - if (!damageToggle || damageToggle === TOGGLE_VARS.damage) { - let damageAddition = 0; - - const damage = v[`${repeatingString}damage`]; - if (exists(damage)) { - damageString += damage; - damageFormula += `${damage}[damage]`; - } - - if (isUndefined(damageAbility) && v[`${repeatingString}type`] === 'Melee Weapon') { - damageAbility = 'strength'; - finalSetAttrs[`${repeatingString}damage_ability`] = damageAbility; - } else if (isUndefined(damageAbility) && v[`${repeatingString}type`] === 'Ranged Weapon') { - damageAbility = 'dexterity'; - finalSetAttrs[`${repeatingString}damage_ability`] = damageAbility; - } - if (exists(damageAbility)) { - const damageAbilityValue = getAbilityValue(v, damageAbility); - if (exists(damageAbilityValue)) { - damageAddition += damageAbilityValue; - damageFormula += `${addArithmeticOperator(damageFormula, damageAbilityValue)}[${getAbilityShortName(v[`${repeatingString}damage_ability`])}]`; - } - } - - const damageBonus = getIntValue(v[`${repeatingString}damage_bonus`]); - if (exists(damageBonus)) { - damageAddition += damageBonus; - damageFormula += `${addArithmeticOperator(damageFormula, damageBonus)}[bonus]`; - } - - if (exists(options.globalDamageBonus)) { - if (!isNaN(options.globalDamageBonus)) { - damageAddition += getIntValue(options.globalDamageBonus); - } else { - damageString += `${addArithmeticOperator(damageString, options.globalDamageBonus)}`; - } - damageFormula += `${addArithmeticOperator(damageFormula, options.globalDamageBonus)}[global damage bonus]`; - } - - if (options && exists(options.globalMeleeDamageBonus) && (v[`${repeatingString}type`] === 'Melee Weapon')) { - if (!isNaN(options.globalMeleeDamageBonus)) { - damageAddition += getIntValue(options.globalMeleeDamageBonus); - } else { - damageString += `${addArithmeticOperator(damageString, options.globalMeleeDamageBonus)}`; - } - damageFormula += `${addArithmeticOperator(damageFormula, options.globalMeleeDamageBonus)}[global melee damage bonus]`; - } else if (options && exists(options.globalRangedDamageBonus) && v[`${repeatingString}type`] === 'Ranged Weapon') { - if (!isNaN(options.globalRangedDamageBonus)) { - damageAddition += getIntValue(options.globalRangedDamageBonus); - } else { - damageString += `${addArithmeticOperator(damageString, options.globalRangedDamageBonus)}`; - } - damageFormula += `${addArithmeticOperator(damageFormula, options.globalRangedDamageBonus)}[global ranged damage bonus]`; - } - - if (exists(damageAddition)) { - damageString += addArithmeticOperator(damageString, damageAddition); - } - - damageType = v[`${repeatingString}damage_type`]; - if (exists(damageType)) { - if (hasUpperCase(damageType)) { - damageType = damageType.toLowerCase(); - finalSetAttrs[`${repeatingString}damage_type`] = damageType; - } - damageString += ` ${damageType}`; - } - } - if (!exists(damageFormula)) { - damageFormula = 0; - } - finalSetAttrs[`${repeatingString}damage_formula`] = damageFormula; - - parseAttackComponent(v, repeatingString, finalSetAttrs, { - addSecondCastingModifier: exists(v[`${repeatingString}add_second_casting_modifier`]), - parseName: 'secondDamage', - toggleField: 'second_damage_toggle', - toggleFieldSetTo: TOGGLE_VARS.second_damage, - triggerFields: ['second_damage', 'second_damage_ability', 'second_damage_bonus', 'second_damage_type'], - }); - - let secondDamageFormula = ''; - - const secondDamageToggle = fromVOrFinalSetAttrs(v, finalSetAttrs, `${repeatingString}second_damage_toggle`); - if (secondDamageToggle === TOGGLE_VARS.second_damage) { - let secondDamageAddition = 0; - const secondDamage = v[`${repeatingString}second_damage`]; - if (exists(secondDamage)) { - damageString += ` + ${secondDamage}`; - secondDamageFormula += `${secondDamage}[second damage]`; - } - - let secondDamageAbility = v[`${repeatingString}second_damage_ability`]; - if (exists(secondDamageAbility)) { - secondDamageAbility = getAbilityValue(v, secondDamageAbility); - if (exists(secondDamageAbility)) { - secondDamageAddition += secondDamageAbility; - secondDamageFormula += `${addArithmeticOperator(secondDamageFormula, secondDamageAbility)}[${getAbilityShortName(v[`${repeatingString}second_damage_ability`])}]`; - } - } - - const secondDamageBonus = getIntValue(v[`${repeatingString}second_damage_bonus`]); - if (exists(secondDamageBonus)) { - secondDamageAddition += secondDamageBonus; - secondDamageFormula += `${addArithmeticOperator(secondDamageFormula, secondDamageBonus)}[bonus]`; - } - - if (exists(secondDamageAddition)) { - damageString += addArithmeticOperator(damageString, secondDamageAddition); - } - - let secondDamageType = v[`${repeatingString}second_damage_type`]; - if (exists(secondDamageType)) { - if (hasUpperCase(secondDamageType)) { - secondDamageType = secondDamageType.toLowerCase(); - finalSetAttrs[`${repeatingString}second_damage_type`] = secondDamageType; - } - damageString += ` ${secondDamageType}`; - } - - if (isUndefinedOrEmpty(v[`${repeatingString}parsed`]) || v[`${repeatingString}parsed`].indexOf('damageProperties') === -1) { - const damageProperties = v[`${repeatingString}properties`]; - if (exists(damageProperties)) { - if (damageProperties.indexOf('Versatile') !== -1) { - if (!exists(damageAbility)) { - damageAbility = 'strength'; - } - finalSetAttrs[`${repeatingString}second_damage_ability`] = damageAbility; - finalSetAttrs[`${repeatingString}second_damage_type`] = damageType; - } - if (!finalSetAttrs[`${repeatingString}parsed`]) { - finalSetAttrs[`${repeatingString}parsed`] = ''; - } - finalSetAttrs[`${repeatingString}parsed`] += ' damageProperties'; - } - } - } - if (!exists(secondDamageFormula)) { - secondDamageFormula = 0; - } - finalSetAttrs[`${repeatingString}second_damage_formula`] = secondDamageFormula; - if (options.type === 'attack') { - finalSetAttrs[`${repeatingString}damage_string`] = damageString; - } -}; -const updateHealToggle = (v, finalSetAttrs, repeatingString) => { - parseAttackComponent(v, repeatingString, finalSetAttrs, { - addCastingModifier: exists(v[`${repeatingString}add_casting_modifier`]), - parseName: 'heal', - toggleField: 'heal_toggle', - toggleFieldSetTo: TOGGLE_VARS.heal, - triggerFields: ['heal', 'heal_query_toggle'], - }); - let healFormula = ''; - const healToggle = v[`${repeatingString}heal_toggle`]; - if (healToggle === TOGGLE_VARS.heal) { - if (!isUndefined(v[`${repeatingString}heal`])) { - healFormula = '@{heal}[heal]'; - } - if (!isUndefined(v[`${repeatingString}heal_ability`])) { - const healAbility = getAbilityValue(v, v[`${repeatingString}heal_ability`]); - healFormula += `${addArithmeticOperator(healFormula, healAbility)}[${getAbilityShortName(v[`${repeatingString}heal_ability`])}]`; - } - if (!isUndefined(v[`${repeatingString}heal_bonus`])) { - const healBonus = getIntValue(v[`${repeatingString}heal_bonus`]); - healFormula += `${addArithmeticOperator(healFormula, healBonus)}[bonus]`; - } - - if (!isUndefined(v.global_spell_heal_bonus)) { - if (healFormula) { - healFormula += ' + '; - } - healFormula += '@{global_spell_heal_bonus}[global spell heal bonus]'; - } - if (v[`${repeatingString}heal_query_toggle`] === TOGGLE_VARS.heal_query) { - if (healFormula) { - healFormula += ' + '; - } - healFormula += '@{heal_query_toggle}[query amount]'; - } - - finalSetAttrs[`${repeatingString}heal_formula`] = healFormula; - } -}; -const updateHigherLevelToggle = (v, finalSetAttrs, repeatingString) => { - parseAttackComponent(v, repeatingString, finalSetAttrs, { - addCastingModifier: exists(v[`${repeatingString}add_casting_modifier`]), - parseName: 'higherLevel', - toggleField: 'higher_level_toggle', - toggleFieldSetTo: TOGGLE_VARS.higher_level, - triggerFields: ['higher_level_dice', 'higher_level_die', 'second_higher_level_dice', 'second_higher_level_die', 'higher_level_heal'], - }); - - const higherLevelToggle = v[`${repeatingString}higher_level_toggle`]; - if (exists(higherLevelToggle) && higherLevelToggle === TOGGLE_VARS.higher_level) { - const spellLevel = getIntValue(v[`${repeatingString}spell_level`]); - finalSetAttrs[`${repeatingString}higher_level_query`] = `@{higher_level_query_${spellLevel}}`; - - const damageToggle = v[`${repeatingString}damage_toggle`]; - if (damageToggle && damageToggle === TOGGLE_VARS.damage) { - const higherLevelDamage = `((@{higher_level_query} - ${spellLevel}) * @{higher_level_dice})@{higher_level_die}[higher lvl]`; - finalSetAttrs[`${repeatingString}damage_formula`] += addArithmeticOperator(finalSetAttrs[`${repeatingString}damage_formula`], higherLevelDamage); - finalSetAttrs[`${repeatingString}damage_crit_formula`] = higherLevelDamage; - } - - const secondDamageToggle = v[`${repeatingString}second_damage_toggle`]; - if (secondDamageToggle && secondDamageToggle === TOGGLE_VARS.second_damage) { - const higherLevelSecondDamage = `((@{higher_level_query} - ${spellLevel}) * @{second_higher_level_dice})@{second_higher_level_die}[higher lvl]`; - finalSetAttrs[`${repeatingString}second_damage_formula`] += addArithmeticOperator(finalSetAttrs[`${repeatingString}second_damage_formula`], higherLevelSecondDamage); - finalSetAttrs[`${repeatingString}second_damage_crit_formula`] = higherLevelSecondDamage; - } - - const healToggle = v[`${repeatingString}heal_toggle`]; - if (healToggle && healToggle === TOGGLE_VARS.heal) { - if (finalSetAttrs[`${repeatingString}heal_formula`]) { - finalSetAttrs[`${repeatingString}heal_formula`] += ' + '; - } - finalSetAttrs[`${repeatingString}heal_formula`] += `((@{higher_level_query} - ${spellLevel}) * @{higher_level_dice})@{higher_level_die}[higher lvl] + (@{higher_level_heal} * (@{higher_level_query} - ${spellLevel}))[higher lvl flat amount]`; - } - } -}; - -export { updateAttackToggle, updateSavingThrowToggle, updateDamageToggle, updateHealToggle, updateHigherLevelToggle }; diff --git a/5eShaped/precompiled/scripts/utilities.js b/5eShaped/precompiled/scripts/utilities.js deleted file mode 100644 index 05e5d024be..0000000000 --- a/5eShaped/precompiled/scripts/utilities.js +++ /dev/null @@ -1,415 +0,0 @@ -/* global setAttrs:false, getAttrs:false, getSectionIDs:false */ - -const capitalize = (string) => { - return string.replace(/\w\S*/g, (txt) => { - return txt.charAt(0).toUpperCase() + txt.substr(1); - }); -}; -const camelize = (str) => { - return str.replace(/(?:^\w|[A-Z]|\b\w|\s+)/g, (match, index) => { - if (+match === 0) return ''; - return index === 0 ? match.toLowerCase() : match.toUpperCase(); - }); -}; -const firstThree = (string) => { - return string.substring(0, 3); -}; -const round = (value, places) => { - return +(`${Math.round(`${value}e+${places}`)}e-${places}`); -}; -const isUndefined = (value) => { - if (typeof value === 'undefined') { - return true; - } - return false; -}; -const isUndefinedOrEmpty = (value) => { - if (typeof value === 'undefined' || value === '') { - return true; - } - return false; -}; -const isEmpty = (obj) => { - for (const prop in obj) { - if (obj.hasOwnProperty(prop)) { - return false; - } - } - return true; -}; -const exists = (value) => { - if (isUndefinedOrEmpty(value) || value === '' || value === '0' || value === 0) { - return false; - } - return true; -}; -const getIntValue = (value, defaultValue) => { - if (!defaultValue) { - defaultValue = 0; - } - if (value === 0 || value === '0') { - return 0; - } - return parseInt(value, 10) || defaultValue; -}; -const getFloatValue = (value, defaultValue) => { - if (!defaultValue) { - defaultValue = 0; - } - return parseFloat(value) || defaultValue; -}; -const getAbilityMod = (score) => { - return Math.floor((getIntValue(score) - 10) / 2); -}; -const getAbilityName = (varName) => { - if (!varName) { - return 'strength'; - } else if (typeof varName === 'string') { - varName = varName.replace(/\W/g, ''); - } - return varName; -}; -const getAbilityValue = (v, varName) => { - if (exists(varName)) { - varName = getAbilityName(varName); - return getIntValue(v[`${varName}_mod`], 0); - } - return 0; -}; -const getAbilityShortName = (varName, capital) => { - if (!varName) { - return 'Str'; - } - varName = varName.replace(/\W/g, ''); - if (capital) { - varName = capitalize(varName); - } - return firstThree(varName); -}; -const getRepeatingInfo = (leadingString, eventInfo) => { - const re = new RegExp(`${leadingString}_(-[a-zA-Z0-9\-]*)_(.*)`); - const match = eventInfo.sourceAttribute.match(re); - - let result; - if (match && match[1] && match[2]) { - result = { - rowId: match[1], - field: match[2], - }; - } - return result; -}; -const setFinalAttrs = (v, finalSetAttrs, name, callback) => { - if (!isEmpty(finalSetAttrs)) { - for (const key in finalSetAttrs) { - if (finalSetAttrs.hasOwnProperty(key)) { - if (v[key] === finalSetAttrs[key]) { - delete finalSetAttrs[key]; - } - } - } - if (!isEmpty(finalSetAttrs)) { - console.info(name, 'setFinalAttrs', finalSetAttrs); - } - if (!isEmpty(finalSetAttrs)) { - if (callback) { - setAttrs(finalSetAttrs, {}, callback); - } else { - setAttrs(finalSetAttrs); - } - } - } -}; -const fromVOrFinalSetAttrs = (v, finalSetAttrs, value) => { - if (exists(finalSetAttrs[value])) { - return finalSetAttrs[value]; - } - return v[value]; -}; -const hasUpperCase = (string) => { - return (/[A-Z]/.test(string)); -}; -const ordinalSpellLevel = (level) => { - let spellLevel = ''; - level = getIntValue(level); - if (level === 0) { - spellLevel = 'CANTRIP'; - } else { - switch (level % 10) { - case 1: - spellLevel = `${level}ST_LEVEL`; - break; - case 2: - spellLevel = `${level}ND_LEVEL`; - break; - case 3: - spellLevel = `${level}RD_LEVEL`; - break; - default: - spellLevel = `${level}TH_LEVEL`; - break; - } - } - return spellLevel; -}; -const addArithmeticOperator = (string, number) => { - let value = number; - if (string) { - if (number < 0) { - value = ` - ${Math.abs(number)}`; - } else { - value = ` + ${number}`; - } - } - return value; -}; -const showSign = (value) => { - if (value >= 0) { - value = `+${value}`; - } - return value; -}; -const numberWithCommas = (x) => { - const parts = x.toString().split('.'); - parts[0] = parts[0].replace(/\B(?=(\d{3})+(?!\d))/g, ','); - return parts.join('.'); -}; -const lowercaseDamageTypes = (string) => { - if (!string) { - string = ''; - } - return string - .replace('Acid', 'acid') - .replace('Cold', 'cold') - .replace('Fire', 'fire') - .replace('Force', 'force') - .replace('Lightning', 'lightning') - .replace('Necrotic', 'necrotic') - .replace('Poison', 'poison') - .replace('Psychic', 'psychic') - .replace('Radiant', 'radiant') - .replace('Thunder', 'thunder') - .replace('Bludgeoning', 'bludgeoning') - .replace('Piercing', 'piercing') - .replace('Slashing', 'slashing') - .replace('And', 'and') - .replace('From', 'from') - .replace('Nonmagical', 'nonmagical') - .replace('Weapons', 'weapons') - .replace('That', 'that') - .replace('Aren\'t', 'aren\'t') - .replace('Silvered', 'silvered') - .replace('Adamantine', 'adamantine'); -}; -const getSetItems = (name, obj) => { - const collectionArray = obj.collectionArray || []; - const finalSetAttrs = {}; - - getAttrs(collectionArray, (v) => { - if (obj.callback) { - obj.callback(v, finalSetAttrs); - } - setFinalAttrs(v, finalSetAttrs, name, () => { - if (obj.setFinalAttrsCallback) { - obj.setFinalAttrsCallback(); - } - }); - if (obj.returnCallback) { - obj.returnCallback(); - } - }); -}; -const getSetRepeatingItems = (name, obj) => { - const collectionArray = obj.collectionArray || []; - const finalSetAttrs = {}; - - if (obj.repeatingItems) { - for (const repeatingItem of obj.repeatingItems) { - getSectionIDs(repeatingItem, (ids) => { - if (obj.rowId) { - ids = []; - ids.push(obj.rowId); - } - if (ids) { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (obj.collectionArrayAddItems) { - for (const addItem of obj.collectionArrayAddItems) { - collectionArray.push(`${repeatingString}${addItem}`); - } - } - if (obj.itemsToPush) { - for (const itemToPush of obj.itemsToPush) { - collectionArray.push(`${repeatingString}${itemToPush}_${obj.itemToPushSuffix}`); - } - } - } - } - getAttrs(collectionArray, (v) => { - if (obj.callback) { - obj.callback(v, finalSetAttrs, ids, repeatingItem); - } - setFinalAttrs(v, finalSetAttrs, name, () => { - if (obj.setFinalAttrsCallback) { - obj.setFinalAttrsCallback(); - } - }); - if (obj.returnCallback) { - obj.returnCallback(); - } - }); - }); - } - } -}; -const sumRepeating = (options, sumItems) => { - const repeatingItem = `repeating_${options.collection}`; - let collectionArray = []; - const finalSetAttrs = {}; - - getSectionIDs(repeatingItem, (ids) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - collectionArray.push(repeatingString + options.toggle); - if (options.qty) { - collectionArray.push(repeatingString + options.qty); - } - - for (const sumItem of sumItems) { - finalSetAttrs[sumItem.totalField] = 0; - if (sumItem.totalFieldSecondary) { - finalSetAttrs[sumItem.totalFieldSecondary] = 0; - } - collectionArray.push(repeatingString + sumItem.fieldToAdd); - if (sumItem.bonus) { - collectionArray.push(repeatingString + sumItem.bonus); - } - if (sumItem.armorType) { - collectionArray.push(repeatingString + sumItem.armorType); - } - } - } - if (options.getExtraFields) { - collectionArray = collectionArray.concat(options.getExtraFields); - } - - getAttrs(collectionArray, (v) => { - let dexMod = 0; - if (options.collection === 'armor') { - dexMod = getIntValue(v.dexterity_mod); - } - - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - const qty = getIntValue(v[repeatingString + options.qty], 1); - - for (const sumItem of sumItems) { - let fieldToAdd = getFloatValue(v[repeatingString + sumItem.fieldToAdd]); - if (sumItem.bonus) { - fieldToAdd += getFloatValue(v[repeatingString + sumItem.bonus]); - } - if (sumItem.armorType) { - if (!v[repeatingString + sumItem.armorType] || v[repeatingString + sumItem.armorType] === 'Light Armor') { - fieldToAdd += dexMod; - } else if (v[repeatingString + sumItem.armorType] === 'Medium Armor') { - const mediumArmorDexMod = getIntValue(v.medium_armor_max_dex, 2); - fieldToAdd += Math.min(mediumArmorDexMod, dexMod); - } - } - - let itemTotal = round((qty * fieldToAdd), 2); - - itemTotal = round(itemTotal, 2); - - if (sumItem.itemTotal) { - finalSetAttrs[repeatingString + sumItem.itemTotal] = itemTotal; - } - - const toggle = v[repeatingString + options.toggle]; - if (toggle !== 0 && toggle !== '0') { - let addToPrimary = true; - let addToSecondary = false; - - if (sumItem.armorType) { - if (v[repeatingString + sumItem.armorType] === 'Shield' || v[repeatingString + sumItem.armorType] === 'AC') { - addToSecondary = true; - } else if (v[repeatingString + sumItem.armorType] === 'Unarmored') { - addToPrimary = false; - addToSecondary = true; - } - } - - if (addToPrimary) { - finalSetAttrs[sumItem.totalField] += itemTotal; - } - if (addToSecondary) { - finalSetAttrs[sumItem.totalFieldSecondary] += itemTotal; - } - } - } - } - for (const sumItem of sumItems) { - if (sumItem.totalField && !exists(finalSetAttrs[sumItem.totalField])) { - finalSetAttrs[sumItem.totalField] = 0; - } - if (sumItem.totalFieldSecondary && !exists(finalSetAttrs[sumItem.totalFieldSecondary])) { - finalSetAttrs[sumItem.totalFieldSecondary] = 0; - } - } - - if (options.collection === 'armor' && !getIntValue(v.is_npc)) { - finalSetAttrs.ac_unarmored_calc += 10 + dexMod + getAbilityValue(v, v.ac_unarmored_ability); - - finalSetAttrs.AC = Math.max(finalSetAttrs.ac_armored_calc, finalSetAttrs.ac_unarmored_calc); - } - setFinalAttrs(v, finalSetAttrs, 'sumRepeating'); - }); - }); -}; -const getSkillIdByStorageName = (v, repeatingItem, ids, prop) => { - for (const id of ids) { - const repeatingString = `${repeatingItem}_${id}_`; - if (v[`${repeatingString}storage_name`] === prop || v[`${repeatingString}storage_name`] === camelize(prop)) { - return id; - } - } -}; -const setCritDamage = (v, finalSetAttrs, repeatingString) => { - if (!v[`${repeatingString}damage_crit`] && v[`${repeatingString}damage`]) { - finalSetAttrs[`${repeatingString}damage_crit`] = v[`${repeatingString}damage`]; - } - if (!v[`${repeatingString}second_damage_crit`] && v[`${repeatingString}second_damage`]) { - finalSetAttrs[`${repeatingString}second_damage_crit`] = v[`${repeatingString}second_damage`]; - } -}; -const updateHD = (v, finalSetAttrs, hd) => { - for (const key in hd) { - if (hd.hasOwnProperty(key)) { - if (hd[key] && hd[key] !== 0) { - finalSetAttrs[`hd_${key}`] = hd[key]; - finalSetAttrs[`hd_${key}_max`] = hd[key]; - finalSetAttrs[`hd_${key}_query`] = '?{HD'; - for (let x = 1; x <= hd[key]; x++) { - finalSetAttrs[`hd_${key}_query`] += `|${x}`; - } - finalSetAttrs[`hd_${key}_query`] += '}'; - finalSetAttrs[`hd_${key}_toggle`] = 1; - } else { - if (!isUndefinedOrEmpty(v[`hd_${key}`])) { - finalSetAttrs[`hd_${key}`] = 0; - } - if (!isUndefinedOrEmpty(v[`hd_${key}_max`])) { - finalSetAttrs[`hd_${key}_max`] = 0; - } - if (!isUndefinedOrEmpty(v[`hd_${key}_query`])) { - finalSetAttrs[`hd_${key}_query`] = ''; - } - if (exists(v[`hd_${key}_toggle`])) { - finalSetAttrs[`hd_${key}_toggle`] = 0; - } - } - } - } -}; - -export { capitalize, camelize, firstThree, round, isUndefined, isUndefinedOrEmpty, isEmpty, exists, getIntValue, getFloatValue, getAbilityMod, getAbilityName, getAbilityValue, getAbilityShortName, getRepeatingInfo, setFinalAttrs, fromVOrFinalSetAttrs, hasUpperCase, ordinalSpellLevel, addArithmeticOperator, showSign, numberWithCommas, lowercaseDamageTypes, getSetItems, getSetRepeatingItems, sumRepeating, getSkillIdByStorageName, setCritDamage, updateHD }; diff --git a/5eShaped/precompiled/scripts/version.js b/5eShaped/precompiled/scripts/version.js deleted file mode 100644 index edafc69327..0000000000 --- a/5eShaped/precompiled/scripts/version.js +++ /dev/null @@ -1,3 +0,0 @@ -const currentVersion = '6.1.1'; - -export { currentVersion }; diff --git a/5eShaped/readme.md b/5eShaped/readme.md new file mode 100644 index 0000000000..319963885d --- /dev/null +++ b/5eShaped/readme.md @@ -0,0 +1,70 @@ +# D&D 5e Shaped Character Sheet +This is the redesigned Shaped character sheet for use on Roll20.net with the 5th edition of Dungeons & Dragons (5e). The sheet is designed to be usable by all Roll20 users regardless of subscription level. + +## Features + +* **High performance** sheet without the lag of old versions (100% sheet workers) +* Styling that matches the [5e paper sheet](http://i.imgur.com/87GaRhL.jpg) +* **Compendium Integration** for NPCs, Spells, Weapons, Armor, Equipment +* **OGL Module conversion** Modules like LMoP, Volo's Guide, and the Monster Manual are converted from the OGL format to the Shaped format. +* **NPC actions and traits** are parsed and clickable. The text on the sheet and in the output macro will adjust if you adjust an ability score. +* **Customizable skills** with the option to change the ability on the fly +* **Spells** with the option to cast at a higher level + * Filters to limit which spells are displayed +* **Chat macros** that are kept in sync with the contents of the sheet. Ability Checks, Saving Throws, Attacks, Actions, Stablock, etc. +* Critical damage is automatically calculated with the possibility of selecting features like brutal critical or houserules that critical hits do maximum dice damage plus the normal damage. +* Classes automatically select proficiencies (Weapon, Armor, Tools, Saving Throws) and class features. + * Customizable Classes - Change Name, HD, or spellcasting level of the classes +* Translations +* **Armor** Covers normal armor as well as unarmored ability cases like monk, barbarian, etc. +* **Equipment** with gold and weight automatically calculated. Equipment Items are clickable from the core page for items like Potion of Healing +* **Settings** for how to output all rolls, death saves, initiative, etc + * Roll settings to choose to always roll with advantage, disadvantage, or query for both + * Optional bonuses to all skills, abilities, saving throws, etc. +* Attachers can be used to remind yourself to add to saving throws while within 10 feet of your paladin + +[![Sheet](http://i.cubeupload.com/peLpOm.jpg "5e Shaped Sheet")](http://i.cubeupload.com/RwfoVZ.jpg) + +### [Shaped Character Sheet Companion Script](https://github.com/symposion/roll20-api-scripts/tree/master/5eShapedCompanion/latest) + +### [Documentation](https://docs.google.com/document/d/1yPcIZ_bIc3JlnWsKZt2tAB0EQSIVEfeMtT0GifbpJIg) + +### [Changelog](https://github.com/mlenser/roll20-character-sheets/blob/master/5eShaped/changelog.md) + +### [Issue tracker](https://bitbucket.org/mlenser/5eshaped/issues) +Please report any issues on the above issue tracker. + +If you're experiencing extreme lag please disable LastPass as it is known to cause problems with Roll20. This has nothing to do with the Shaped sheet. + +## Sheet Releases +When I release a new version it takes time to reach the public. Roll20 must merge my cost (typically Mondays/Tuesdays) and then release my code to the public (typically Tuesdays/Wednesdays). You can track [Roll20's pull requests on their github](https://github.com/Roll20/roll20-character-sheets/pulls). I have no control over when they release. + +## How to Update the sheet yourself (as Pro): + +1. Copy the [html](https://raw.githubusercontent.com/mlenser/roll20-character-sheets/master/5eShaped/5eShaped.html) from github +2. In Roll20 go to campaign settings and choose a custom character sheet. +3. Choose D&D 5e as the SRD +4. In the HTML tab paste the HTML code +5. Copy the [css](https://raw.githubusercontent.com/mlenser/roll20-character-sheets/master/5eShaped/5eShaped.css) from github +6. On Roll20 in the CSS tab paste the CSS code. +7. Copy the [translation](https://github.com/mlenser/roll20-character-sheets/tree/master/5eShaped/translations) from the appropriate file on github (en is English, fr is French, de is German, it is Italian, etc) +8. On Roll20 in the Translation tab paste the JSON from the appropriate file. +9. Hit save. + +*If you are ever concerned about data loss I recommend you duplicate your campaign and use that to copy to see how it'll work.* + +## Testing new versions +I regularly release new versions. If you'd like to be involved in the testing period follow this thread. You can also see t he latest code on [my test campaign](https://app.roll20.net/join/1206379/qP-T_Q) + +## Supported Versions +I support the currently released version on Roll20 and on Github (they often differ as Pros can use a newer version). + +For upgrades I support a smooth upgrade for any version within the last 6 months. Currently that is version 6.1.0. + +## Contribute +Since many have asked for it: If you appreciate what I do and want to compensate me for the countless hours that I have spent building this character sheet feel free to support me on [Patreon](https://www.patreon.com/mlenser) or Paypal (mlenser@gmail.com). +Thanks so much for your support. + +--- + +Mark Lenser ([Kryx](https://app.roll20.net/users/277007/kryx) on roll20) \ No newline at end of file diff --git a/5eShaped/sheet.json b/5eShaped/sheet.json index 4e4d65070a..102951db7a 100644 --- a/5eShaped/sheet.json +++ b/5eShaped/sheet.json @@ -6,5 +6,580 @@ "preview": "5eShaped.jpg", "compendium": "dnd5e", "instructions": "This sheet is designed for use with D&D 5th edition. It has been designed to match the layout of the D&D 5e Character Sheet.", - "patreon": "https://www.patreon.com/mlenser" + "patreon": "https://www.patreon.com/mlenser", + "useroptions": [ + { + "attribute": "is_npc", + "displayname": "NPC", + "type": "checkbox", + "value": "1", + "description": "The NPC option sets new characters to default to the NPC layout." + }, + { + "attribute": "shaped_d20", + "displayname": "Roll setting", + "type": "radio", + "options": [ + "Normal|d20", + "Advantage|2d20kh1", + "Disadvantage|2d20kl1", + "Query|?{Roll|Normal,d20|Advantage,2d20kh1|Disadvantage,2d20kl1}", + "Advantage Query|?{Disadvantaged|No,2d20kh1|Yes,d20}", + "Disadvantage Query|?{Advantaged|No,2d20kl1|Yes,d20}", + "Roll 2|1d20" + ], + "description": "Choose how d20s roll" + }, + { + "attribute": "output_option", + "displayname": "Sheet output", + "type": "select", + "options": [ + "Public for all to see|", + "Whispered to the GM|/w GM", + "Choose when rolling|?{Output|Public,|Whisper,/w GM }" + ], + "description": "Choose how the sheet outputs" + }, + { + "attribute": "death_save_output_option", + "displayname": "Death saves output", + "type": "select", + "options": [ + "Sheet Output|@{output_option}", + "Public for all to see|", + "Whispered to the GM|/w GM", + "Choose when rolling|?{Output|Public,|Whisper,/w GM }" + ], + "description": "Choose how death saves output" + }, + { + "attribute": "hit_dice_output_option", + "displayname": "Hit Dice output", + "type": "select", + "options": [ + "Sheet Output|@{output_option}", + "Public for all to see|", + "Whispered to the GM|/w GM", + "Choose when rolling|?{Output|Public,|Whisper,/w GM }" + ], + "description": "Choose how hit dice output" + }, + { + "attribute": "initiative_output_option", + "displayname": "Initiative output", + "type": "select", + "options": [ + "Sheet Output|@{output_option}", + "Public for all to see|", + "Whispered to the GM|/w GM", + "Choose when rolling|?{Output|Public,|Whisper,/w GM }" + ], + "description": "Choose how initiative outputs" + }, + { + "attribute": "initiative_roll", + "displayname": "Initiative roll", + "type": "select", + "options": [ + "Sheet setting|@{shaped_d20}", + "Normal|d20", + "Advantage|2d20kh1", + "Disadvantage|2d20kl1", + "Query|?{Roll|Normal,d20|Advantage,2d20kh1|Disadvantage,2d20kl1}", + "Advantage Query|?{Disadvantaged|No,2d20kh1|Yes,d20}", + "Disadvantage Query|?{Advantaged|No,2d20kl1|Yes,d20}" + ], + "description": "Choose how initiative rolls" + }, + { + "attribute": "initiative_to_tracker", + "displayname": "Initiative to tracker", + "type": "checkbox", + "value": "1", + "description": "Choose how initiative sends to the tracker" + }, + { + "attribute": "initiative_tie_breaker", + "displayname": "Initiative tie breaker", + "type": "checkbox", + "value": "1", + "description": "Add Dexterity modifier to initiative to break ties" + }, + { + "attribute": "show_character_name", + "displayname": "Character Name on all roll templates", + "type": "select", + "options": [ + "No|", + "Yes|{{show_character_name=1}}" + ], + "description": "Show character name on roll templates" + }, + { + "attribute": "attacks_vs_target_ac", + "displayname": "Target's AC on Attacks", + "type": "checkbox", + "value": "1", + "description": "Target an enemy's AC with attacks" + }, + { + "attribute": "attacks_vs_target_name", + "displayname": "Target's name on Attacks and Saves", + "type": "checkbox", + "value": "1", + "description": "Show target's name on roll templates" + }, + { + "attribute": "show_rests", + "displayname": "Show Rests", + "type": "checkbox", + "value": "1", + "description": "Show rests on the core page (API feature)" + }, + { + "attribute": "show_passive_skills", + "displayname": "Passive skills", + "type": "checkbox", + "value": "1", + "description": "Show passive skills" + }, + { + "attribute": "show_weight", + "displayname": "Weight", + "type": "checkbox", + "value": "1", + "description": "Show weight" + }, + { + "attribute": "show_emote", + "displayname": "Emote", + "type": "checkbox", + "value": "1", + "description": "Show emote" + }, + { + "attribute": "show_freetext", + "displayname": "Freetext", + "type": "checkbox", + "value": "1", + "description": "Show freetext" + }, + { + "attribute": "show_freeform", + "displayname": "Freeform", + "type": "checkbox", + "value": "1", + "description": "Show freeform" + }, + { + "attribute": "show_crit_range", + "displayname": "Crit range", + "type": "checkbox", + "value": "1", + "description": "Show crit range" + }, + { + "attribute": "show_dice_modifiers", + "displayname": "Dice modifiers", + "type": "checkbox", + "value": "1", + "description": "Show dice modifiers (useful for things like GWF or other ro<2)" + }, + { + "attribute": "show_crit_range", + "displayname": "Crit range", + "type": "checkbox", + "value": "1", + "description": "Show crit range" + }, + { + "attribute": "extra_on_a_crit", + "displayname": "Extra on a crit", + "type": "checkbox", + "value": "1", + "description": "Show extra damage on a critical hit" + }, + { + "attribute": "ammo_auto_use", + "displayname": "Automatically use ammo", + "type": "checkbox", + "value": "1", + "description": "Automatically use ammo (API feature)" + }, + { + "attribute": "auto_revert_advantage", + "displayname": "Automatically revert (dis)advantage", + "type": "checkbox", + "value": "1", + "description": "Automatically revert (dis)advantage (API feature)" + }, + { + "attribute": "automatically_expend_spell_resources", + "displayname": "Automatically expend spell resources", + "type": "checkbox", + "value": "1", + "description": "Automatically expend spell resources (API feature)" + }, + { + "attribute": "inspiration_multiple", + "displayname": "Multiple inspiration", + "type": "checkbox", + "value": "1", + "description": "Allow for multiple inspirations" + }, + { + "attribute": "critical_damage_houserule", + "displayname": "Critical damage is maximized", + "type": "select", + "options": [ + "Normal|NORMAL", + "Critical damage is maximized|CRITICAL_DAMAGE_IS_MAXIMIZED", + "No extra damage on a critical hit from the default damage|NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE" + ], + "description": "Critical damage is maximized" + }, + { + "attribute": "proficiency_dice", + "displayname": "Proficiency dice", + "type": "checkbox", + "value": "1", + "description": "Use proficiency dice (d4) instead of a number (2)" + }, + { + "attribute": "psionics", + "displayname": "Psionics", + "type": "checkbox", + "value": "1", + "description": "Show Kryx's homebrew Psionics" + }, + { + "attribute": "custom_classes", + "displayname": "Custom classes", + "type": "checkbox", + "value": "1", + "description": "Show Kryx's homebrew classes" + }, + { + "attribute": "expertise_as_advantage", + "displayname": "Expertise as Advantage when importing", + "type": "checkbox", + "value": "1", + "description": "Expertise as Advantage when importing (API feature)" + }, + { + "attribute": "medium_armor_max_dex", + "displayname": "Medium armor max dex", + "type": "number", + "value": "2", + "description": "Medium armor max dex" + }, + { + "attribute": "base_dc", + "displayname": "Base DC", + "type": "number", + "value": "8", + "description": "Base DC for saving throws" + }, + { + "attribute": "honor_toggle", + "displayname": "Honor", + "type": "checkbox", + "value": "1", + "description": "Show an ability and saving throw for Honor per the DMG" + }, + { + "attribute": "sanity_toggle", + "displayname": "Sanity", + "type": "checkbox", + "value": "1", + "description": "Show an ability and saving throw for Sanity per the DMG" + }, + { + "attribute": "saving_throws_half_proficiency", + "displayname": "Add half proficiency to unproficient saving throws", + "type": "checkbox", + "value": "1", + "description": "Add half proficiency to unproficient saving throws" + }, + { + "attribute": "use_custom_saving_throws", + "displayname": "Use custom saving throws", + "type": "checkbox", + "value": "1", + "description": "Use custom saving throws" + }, + { + "attribute": "average_of_abilities", + "displayname": "Average of the highest 1 or 2 abilities", + "type": "checkbox", + "value": "1", + "description": "Average of the highest 1 or 2 abilities" + }, + { + "attribute": "fortitude_strength", + "displayname": "Fortitude Strength", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Strength to Fortitude" + }, + { + "attribute": "fortitude_dexterity", + "displayname": "Fortitude Dexterity", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Dexterity to Fortitude" + }, + { + "attribute": "fortitude_constitution", + "displayname": "Fortitude Constitution", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Constitution to Fortitude" + }, + { + "attribute": "fortitude_intelligence", + "displayname": "Fortitude Intelligence", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Intelligence to Fortitude" + }, + { + "attribute": "fortitude_wisdom", + "displayname": "Fortitude Wisdom", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Wisdom to Fortitude" + }, + { + "attribute": "fortitude_charisma", + "displayname": "Fortitude Charisma", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Charisma to Fortitude" + }, + { + "attribute": "reflex_strength", + "displayname": "Reflex Strength", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Strength to Reflex" + }, + { + "attribute": "reflex_dexterity", + "displayname": "Reflex Dexterity", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Dexterity to Reflex" + }, + { + "attribute": "reflex_constitution", + "displayname": "Reflex Constitution", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Constitution to Reflex" + }, + { + "attribute": "reflex_intelligence", + "displayname": "Reflex Intelligence", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Intelligence to Reflex" + }, + { + "attribute": "reflex_wisdom", + "displayname": "Reflex Wisdom", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Wisdom to Reflex" + }, + { + "attribute": "reflex_charisma", + "displayname": "Reflex Charisma", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Charisma to Reflex" + }, + { + "attribute": "will_strength", + "displayname": "Will Strength", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Strength to Will" + }, + { + "attribute": "will_dexterity", + "displayname": "Will Dexterity", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Dexterity to Will" + }, + { + "attribute": "will_constitution", + "displayname": "Will Constitution", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Constitution to Will" + }, + { + "attribute": "will_intelligence", + "displayname": "Will Intelligence", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Intelligence to Will" + }, + { + "attribute": "will_wisdom", + "displayname": "Will Wisdom", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Wisdom to Will" + }, + { + "attribute": "will_charisma", + "displayname": "Will Charisma", + "type": "checkbox", + "value": "1", + "description": "For custom saving throws, apply Charisma to Will" + }, + { + "attribute": "hide_ability_checks", + "displayname": "Hide ability checks", + "type": "checkbox", + "value": "{{hide_ability_checks=1}}", + "description": "Hide ability checks (requires stylish, see the documentation)" + }, + { + "attribute": "hide_saving_throws", + "displayname": "Hide saving throws", + "type": "checkbox", + "value": "{{hide_saving_throws=1}}", + "description": "Hide saving checks (requires stylish, see the documentation)" + }, + { + "attribute": "hide_attack", + "displayname": "Hide attack", + "type": "checkbox", + "value": "{{hide_attack=1}}", + "description": "Hide attack (requires stylish, see the documentation)" + }, + { + "attribute": "hide_damage", + "displayname": "Hide damage", + "type": "checkbox", + "value": "{{hide_damage=1}}", + "description": "Hide damage (requires stylish, see the documentation)" + }, + { + "attribute": "hide_freetext", + "displayname": "Hide freetext", + "type": "checkbox", + "value": "{{hide_freetext=1}}", + "description": "Hide freetext (requires stylish, see the documentation)" + }, + { + "attribute": "hide_recharge", + "displayname": "Hide recharge", + "type": "checkbox", + "value": "{{hide_recharge=1}}", + "description": "Hide recharge (requires stylish, see the documentation)" + }, + { + "attribute": "hide_saving_throw_dc", + "displayname": "Hide saving throw DC", + "type": "checkbox", + "value": "{{hide_saving_throw_dc=1}}", + "description": "Hide saving throw DC (requires stylish, see the documentation)" + }, + { + "attribute": "hide_saving_throw_success", + "displayname": "Hide saving throw success", + "type": "checkbox", + "value": "{{hide_saving_throw_success=1}}", + "description": "Hide saving throw success (requires stylish, see the documentation)" + }, + { + "attribute": "hide_content", + "displayname": "Hide content", + "type": "checkbox", + "value": "{{hide_content=1}}", + "description": "Hide content (requires stylish, see the documentation)" + }, + { + "attribute": "copper_per_gold", + "displayname": "Copper per Gold", + "type": "number", + "value": "100", + "description": "Copper per Gold" + }, + { + "attribute": "silver_per_gold", + "displayname": "Silver per Gold", + "type": "number", + "value": "10", + "description": "Silver per Gold" + }, + { + "attribute": "electrum_per_gold", + "displayname": "Electrum per Gold", + "type": "number", + "value": "2", + "description": "Electrum per Gold" + }, + { + "attribute": "platinum_per_gold", + "displayname": "Platinum per Gold", + "type": "number", + "value": "10", + "description": "Platinum per Gold" + }, + { + "attribute": "distance_system", + "displayname": "Distance", + "type": "select", + "options": [ + "Feet|FEET", + "Meters|METERS" + ], + "description": "Choose which distance system to use" + }, + { + "attribute": "weight_system", + "displayname": "Weight", + "type": "select", + "options": [ + "Pounds|POUNDS", + "Kilograms|KILOGRAMS" + ], + "description": "Choose which weight system to use" + }, + { + "attribute": "carrying_capacity_multiplier", + "displayname": "Carrying Capacity multiplier", + "type": "number", + "value": "15", + "description": "This number increases the Carrying Capacity multiplier (defaults to 15)" + }, + { + "attribute": "max_push_drag_lift_multiplier", + "displayname": "Push, Drag, Life multiplier", + "type": "number", + "value": "30", + "description": "This number increases the Push, Drag, Life multiplier (defaults to 30)" + }, + { + "attribute": "encumbered_multiplier", + "displayname": "Encumbered multiplier", + "type": "number", + "value": "5", + "description": "This number increases the Encumbered multiplier (defaults to 5)" + }, + { + "attribute": "heavily_encumbered_multiplier", + "displayname": "Heavily Encumbered multiplier", + "type": "number", + "value": "10", + "description": "This number increases the Heavily Encumbered multiplier (defaults to 10)" + } + ] } diff --git a/5eShaped/translation.json b/5eShaped/translation.json index edfebe4415..165b7571a0 100644 --- a/5eShaped/translation.json +++ b/5eShaped/translation.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,28 +83,36 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", - "ATK":"ATK", + "ATK":"Atk", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", - "BLIND_BEYOND":"Blind beyond", + "BLIND_BEYOND":"blind beyond this radius", "BLUDGEONING":"bludgeoning", "BONDS":"Bonds", "BONUS":"Bonus", "BONUSES":"Bonuses", "BONUSES_AND_PENALTIES":"Bonuses & Penalties", - "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", "BREAK_TIES":"Break ties", "BURROW":"Burrow", "CANCEL":"Cancel", @@ -91,7 +121,7 @@ "CAN_HAVE":"Can have", "CARRIED":"Carried", "CARRYING_CAPACITY":"Carrying capacity", - "CARRYING_PUSH_DRAG_LIFT":"Push/Drag/Lift", + "CARRYING_PUSH_DRAG_LIFT":"Push\/Drag\/Lift", "CASTERS_FULL":"Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)", "CASTERS_HALF":"Half (5th level: Paladin, Ranger)", "CASTERS_THIRD":"Third (3rd level: Arcane Archetypes)", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} / 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleansing Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -331,7 +406,7 @@ "CON":"Con", "CONC":"Conc", "CONCENTRATION":"Concentration", - "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, up to 10 minute", + "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, up to 10 minutes", "CONCENTRATION_UP_TO_12_HOURS":"Concentration, up to 12 hours", "CONCENTRATION_UP_TO_1_HOUR":"Concentration, up to 1 hour", "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, up to 1 minute", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"The damage field is rolled on a crit. This field defaults to the same as damage, but can be edited to another value", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", - "DMG":"DMG", + "DMG":"Dmg", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", + "SAVE_DC":"Save DC", + "SAVE_FAILURE":"Save failure", + "SAVE_SUCCESS":"Save success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", + "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/af.json b/5eShaped/translations/af.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/af.json +++ b/5eShaped/translations/af.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/cs.json b/5eShaped/translations/cs.json new file mode 100644 index 0000000000..7fd7e7dd76 --- /dev/null +++ b/5eShaped/translations/cs.json @@ -0,0 +1,877 @@ +{ + "0":"0", + "10TH_LEVEL":"10th-level", + "10_DAYS":"10 days", + "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", + "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", + "1ST":"1st", + "1ST_LEVEL":"1st-level", + "1_ACTION":"1 action", + "1_BONUS_ACTION":"1 bonus action", + "1_HOUR":"1 hour", + "1_MINUTE":"1 minutes", + "1_REACTION":"1 reaction", + "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", + "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", + "2ND":"2nd", + "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", + "30_DAYS":"30 days", + "3RD":"3rd", + "3RD_LEVEL":"3rd-level", + "4TH":"4th", + "4TH_LEVEL":"4th-level", + "5TH":"5th", + "5TH_LEVEL":"5th-level", + "6TH":"6th", + "6TH_LEVEL":"6th-level", + "7TH":"7th", + "7TH_LEVEL":"7th-level", + "7_DAYS":"7 days", + "8TH":"8th", + "8TH_LEVEL":"8th-level", + "8_HOURS":"8 hours", + "9TH":"9th", + "9TH_LEVEL":"9th-level", + "ABILITY":"Ability", + "ABILITY_CHECK":"Ability check", + "ABILITY_CHECKS":"Ability checks", + "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_SCORES":"Ability scores", + "ABJURATION":"Abjuration", + "AC":"AC", + "ACID":"acid", + "ACROBATICS":"Acrobatics", + "ACTION":"Action", + "ACTIONS":"Actions", + "AC_ARMORED":"Armored AC", + "AC_UNARMORED":"Unarmored AC", + "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws", + "ADVANTAGE":"Advantage", + "AGE":"Age", + "ALIGNMENT":"Alignment", + "ALL":"All", + "AMMO":"Ammo", + "AMMO_AUTO_USE":"Automatically use ammo", + "AMMO_WEIGHT":"Ammo weight", + "AMPHIBIOUS":"Amphibious", + "ANIMALHANDLING":"Animal Handling", + "API":"API", + "APPEARANCE":"Appearance", + "ARCANA":"Arcana", + "ARMOR":"Armor", + "ARMORED_AND_UNARMORED":"Armored and Unarmored", + "ARMOR_CLASS":"Armor class", + "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", + "AS":"as", + "ATHLETICS":"Athletics", + "ATK":"Atk", + "ATTACHERS":"Attachers", + "ATTACK":"Attack", + "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", + "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", + "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", + "AVG":"avg", + "BACKGROUND":"Background", + "BACKSTORY":"Backstory", + "BARBARIAN":"Barbarian", + "BARD":"Bard", + "BASE_DC":"Base DC", + "BIG":"Big", + "BITE":"Bite", + "BLINDED":"Blinded", + "BLINDSIGHT":"Blindsight", + "BLIND_BEYOND":"blind beyond this radius", + "BLUDGEONING":"bludgeoning", + "BONDS":"Bonds", + "BONUS":"Bonus", + "BONUSES":"Bonuses", + "BONUSES_AND_PENALTIES":"Bonuses & Penalties", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BREAK_TIES":"Break ties", + "BURROW":"Burrow", + "CANCEL":"Cancel", + "CANTRIP":"Cantrip", + "CANTRIPS":"Cantrips", + "CAN_HAVE":"Can have", + "CARRIED":"Carried", + "CARRYING_CAPACITY":"Carrying capacity", + "CARRYING_PUSH_DRAG_LIFT":"Push\/Drag\/Lift", + "CASTERS_FULL":"Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)", + "CASTERS_HALF":"Half (5th level: Paladin, Ranger)", + "CASTERS_THIRD":"Third (3rd level: Arcane Archetypes)", + "CASTING_TIME":"Casting Time", + "CHA":"Cha", + "CHALLENGE":"Challenge", + "CHARACTER":"Character", + "CHARACTER_NAME":"Character name", + "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", + "CHARISMA":"Charisma", + "CHARMED":"Charmed", + "CHECK":"Check", + "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", + "CLASS":"Class", + "CLASS_AND_LEVEL":"Class & Level", + "CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", + "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", + "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", + "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "CLASS_LEVELS":"Class levels", + "CLERIC":"Cleric", + "CLIMB":"Climb", + "CLOSE":"Close", + "COINAGE":"Coinage", + "COINS_CP":"CP", + "COINS_EP":"EP", + "COINS_GP":"GP", + "COINS_PP":"PP", + "COINS_SP":"SP", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", + "COLD":"cold", + "COLOR":"Color", + "COMPONENTS":"Components", + "COMPONENTS_M":"M", + "COMPONENTS_S":"S", + "COMPONENTS_S_M":"S, M", + "COMPONENTS_V":"V", + "COMPONENTS_V_M":"V, M", + "COMPONENTS_V_S":"V, S", + "COMPONENTS_V_S_M":"V, S, M", + "CON":"Con", + "CONC":"Conc", + "CONCENTRATION":"Concentration", + "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, up to 10 minutes", + "CONCENTRATION_UP_TO_12_HOURS":"Concentration, up to 12 hours", + "CONCENTRATION_UP_TO_1_HOUR":"Concentration, up to 1 hour", + "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, up to 1 minute", + "CONCENTRATION_UP_TO_1_ROUND":"Concentration, up to 1 round", + "CONCENTRATION_UP_TO_24_HOURS":"Concentration, up to 24 hours", + "CONCENTRATION_UP_TO_2_HOURS":"Concentration, up to 2 hours", + "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", + "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", + "CONDENSE":"Condense", + "CONDITIONS":"Conditions", + "CONDITION_IMMUNITIES":"Condition Immunities", + "CONJURATION":"Conjuration", + "CONSTITUTION":"Constitution", + "CONTENT":"Content", + "CONTRACT":"Contract", + "COPPER_PIECES":"Copper pieces", + "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", + "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", + "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", + "CRIT_RANGE":"Crit range", + "CURRENT":"Current", + "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", + "CUSTOM_GOLD_VALUES":"Custom gold values", + "DAMAGE":"Damage", + "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_RESISTANCES":"Damage Resistances", + "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", + "DARKVISION":"Darkvision", + "DC":"DC", + "DEAFENED":"Deafened", + "DEATH":"Death", + "DEATH_SAVES":"Death saves", + "DEATH_SAVING_THROW":"Death saving throw", + "DEATH_SAVING_THROWS":"Death saving throws", + "DECEPTION":"Deception", + "DEX":"Dex", + "DEXTERITY":"Dexterity", + "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", + "DIE":"Die", + "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", + "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", + "DIVINATION":"Divination", + "DMG":"Dmg", + "DOCUMENTATION":"Documentation", + "DONT":"Don't", + "DRAGON":"Dragon", + "DRUID":"Druid", + "DURATION":"Duration", + "EFFECT":"Effect", + "ELECTRUM_PIECES":"Electrum pieces", + "EMOTE":"Emote", + "ENCHANTMENT":"Enchantment", + "ENCUMBERED":"Encumbered", + "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", + "EQUIPMENT":"Equipment", + "EVERY":"every", + "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", + "EXHAUSTION_LEVEL":"Exhaustion level", + "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", + "EXHAUSTION_LEVEL_2":"Speed halved", + "EXHAUSTION_LEVEL_3":"Disadvantage on attack rolls and saving throws", + "EXHAUSTION_LEVEL_4":"Hit point maximum halved", + "EXHAUSTION_LEVEL_5":"Speed reduced to 0", + "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", + "EXPERIENCE_POINTS":"Experience points", + "EXPERTISE":"Expertise", + "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", + "EXPLODE":"explode", + "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", + "EYES":"Eyes", + "FAILURES":"Failures", + "FEATS":"Feats", + "FEATURES":"Features", + "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", + "FIELD":"Field", + "FIGHTER":"Fighter", + "FILTERS":"Filters", + "FIN":"Fin", + "FINESSE":"Finesse", + "FIRE":"fire", + "FLAT_HEAL":"Flat heal", + "FLAWS":"Flaws", + "FLY":"Fly", + "FORCE":"force", + "FORT":"Fort", + "FORTITUDE":"Fortitude", + "FREEFORM":"Freeform", + "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", + "GARGANTUAN":"Gargantuan", + "GENDER":"Gender", + "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", + "HAIR":"Hair", + "HALFLING_LUCK":"Halfling Luck", + "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", + "HEAL":"Heal", + "HEAL_FOR":"Heal for", + "HEAVY_ARMOR":"Heavy Armor", + "HEIGHT":"Height", + "HIDE":"Hide", + "HIDE_INFO":"Hide info", + "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", + "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", + "HIDE_INFO_DAMAGE":"Hide damage", + "HIDE_INFO_EFFECT":"Hide effect", + "HIDE_INFO_FREETEXT":"Hide freetext", + "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_RECHARGE":"Hide recharge", + "HIDE_INFO_SAVING_THROWS":"Hide saving throws", + "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", + "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", + "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", + "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", + "HISTORY":"History", + "HIT":"Hit", + "HIT_DICE":"Hit dice", + "HIT_POINTS":"Hit points", + "HIT_POINTS_ROLLED":"Hit points rolled", + "HIT_POINTS_TEMP":"Temp HP", + "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", + "HOUSERULES":"Houserules", + "HOVER":"Hover", + "HUGE":"Huge", + "IDEALS":"Ideals", + "IF_THE_TARGET_IS":"If the target is", + "ILLUSION":"Illusion", + "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", + "INFLUENCE":"Influence", + "INITIATIVE":"Initiative", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", + "INSIGHT":"Insight", + "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", + "INSTANTANEOUS":"Instantaneous", + "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", + "INT":"Int", + "INTELLIGENCE":"Intelligence", + "INTIMIDATION":"Intimidation", + "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", + "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", + "LAIR_ACTIONS":"Lair Actions", + "LANGUAGES":"Languages", + "LARGE":"Large", + "LAWFUL_EVIL":"lawful evil", + "LBS":"lbs", + "LEGENDARY_ACTIONS":"Legendary Actions", + "LEGENDARY_ACTIONS_TEXT_1":"The", + "LEGENDARY_ACTIONS_TEXT_2":"can take", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", + "LEVEL":"Level", + "LEVELS":"levels", + "LIGHTNING":"lightning", + "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", + "LONG_REST":"Long Rest", + "MACROS":"Macros", + "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", + "MEDICINE":"Medicine", + "MEDIUM":"Medium", + "MEDIUM_ARMOR":"Medium Armor", + "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", + "MELEE":"Melee", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", + "MISC":"Misc", + "MISCELLANEOUS":"Miscellaneous", + "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", + "MONK":"Monk", + "MOVEMENT":"Movement", + "MULTIPLIER":"Multiplier", + "NAME":"Name", + "NATURE":"Nature", + "NECROMANCY":"Necromancy", + "NECROTIC":"necrotic", + "NO":"No", + "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", + "NPC":"NPC", + "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", + "OR":"or", + "OTHER":"Other", + "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", + "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", + "OTHER_TYPE":"Other (AoE, Cone, Line)", + "OUTPUT":"Output", + "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", + "PASSIVE":"Passive", + "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", + "PC":"PC", + "PERCEPTION":"Perception", + "PERFORMANCE":"Performance", + "PERSONALITY_TRAITS":"Personality traits", + "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", + "PIERCING":"piercing", + "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", + "POINTS_OF_ORIGIN":"Points of origin", + "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", + "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", + "PROF":"Prof", + "PROFICIENCIES":"Proficiencies", + "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", + "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", + "PSYCHIC":"psychic", + "PUBLIC_FOR_ALL":"Public for all to see", + "QTY":"Qty", + "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", + "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", + "RADIANT":"radiant", + "RANGE":"Range", + "RANGED":"Ranged", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", + "REACH":"Reach", + "REACTION":"Reaction", + "REACTIONS":"Reactions", + "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", + "REF":"Ref", + "REFLEX":"Reflex", + "REGAIN":"Regain", + "REGIONAL_EFFECTS":"Regional Effects", + "RELIGION":"Religion", + "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", + "REQUIRES_API":"This feature requires the API", + "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", + "RESOURCES":"Resources", + "RESTRAINED":"Restrained", + "RESTS":"Rests", + "RITUAL":"Ritual", + "ROGUE":"Rogue", + "ROLL_2":"Roll 2", + "ROLL_OPTIONS":"Roll options", + "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", + "SAVE":"Save", + "SAVE_DC":"Save DC", + "SAVE_FAILURE":"Save Failure", + "SAVE_SUCCESS":"Save Success", + "SAVING_DC":"Saving DC", + "SAVING_THROW":"Saving throw", + "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", + "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", + "SENSES":"Senses", + "SHEET":"Sheet", + "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", + "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", + "SHORT_REST":"Short Rest", + "SHOW_ALL":"Show all", + "SHOW_RESTS":"Show Rests", + "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", + "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TOTALS":"Show totals", + "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", + "SILVER_PIECES":"Silver pieces", + "SIZE":"Size", + "SKILL":"Skill", + "SKILLS":"Skills", + "SKILL_SHEET_SETTING":"–   Sheet setting", + "SKIN":"Skin", + "SLASHING":"slashing", + "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", + "SMALL":"Small", + "SOCIETY":"Society", + "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", + "SOURCE":"Source", + "SOURCE_TO_TARGET":"Source → Target", + "SPECIAL":"Special", + "SPECIAL_EFFECTS":"Special effects", + "SPEED":"Speed", + "SPELL":"Spell", + "SPELLCASTING":"Spellcasting", + "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", + "SPELLS":"Spells", + "SPELLS_ON_CORE":"Spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", + "SPELL_LEVEL":"Spell level", + "SPELL_MUST_HAVE":"Spells must have", + "SPELL_POINTS":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", + "SPELL_SLOTS":"Spell slots", + "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", + "STATBLOCK":"Statblock", + "STEALTH":"Stealth", + "STR":"Str", + "STRENGTH":"Strength", + "STR_13":"Str 13", + "STR_15":"Str 15", + "STUNNED":"Stunned", + "SUCCESSES":"Successes", + "SUMMONER":"Summoner", + "SURVIVAL":"Survival", + "SWIM":"Swim", + "TARGET":"Target", + "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", + "TEXT_SIZE":"Text size", + "THUNDER":"thunder", + "TINY":"Tiny", + "TOTAL":"Total", + "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", + "TO_TRACKER":"Send to Tracker", + "TRACKER":"Tracker", + "TRAITS":"Traits", + "TRANSMUTATION":"Transmutation", + "TREMORSENSE":"Tremorsense", + "TRUESIGHT":"Truesight", + "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.", + "TYPE":"Type", + "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", + "UNPROFICIENT":"Unproficient", + "UNTIL_DISPELLED":"Until dispelled", + "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", + "USES":"Uses", + "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "VERSATILE":"Versatile", + "VS":"vs", + "VS_FIEND_OR_UNDEAD":"vs undead or fiend", + "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", + "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", + "WHISPERED_TO_GM":"Whispered to the GM", + "WILL":"Will", + "WIS":"Wis", + "WISDOM":"Wisdom", + "WIZARD":"Wizard", + "YES":"Yes" +} \ No newline at end of file diff --git a/5eShaped/translations/da.json b/5eShaped/translations/da.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/da.json +++ b/5eShaped/translations/da.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/de.json b/5eShaped/translations/de.json index a22868110a..3cf9dc94fa 100644 --- a/5eShaped/translations/de.json +++ b/5eShaped/translations/de.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 Tage", "10_MINUTES":"10 Minuten", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 Stunden", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1.", "1ST_LEVEL":"Stufe 1", "1_ACTION":"1 Aktion", @@ -10,9 +21,20 @@ "1_MINUTE":"1 Minute", "1_REACTION":"1 Reaktion", "1_ROUND":"1 Runde", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 Stunden", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2.", "2ND_LEVEL":"Stufe 2", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 Tage", "3RD":"3.", "3RD_LEVEL":"Stufe 3", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Gepanzert und ungepanzert", "ARMOR_CLASS":"RK", "ARROWS":"Pfeile", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletik", "ATK":"ATT", "ATTACHERS":"Attachers", "ATTACK":"Angriff", "ATTACKS":"Angriffe", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", + "AVG":"avg", "BACKGROUND":"Hintergrund", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbar", "BARD":"Barde", "BASE_DC":"Basis-Schwierigkeitsgrad", "BIG":"Gross", "BITE":"Biss", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsicht", "BLIND_BEYOND":"Blind ausserhalb", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Charaktename", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Charaktername bei allen Würfen", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check-Bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Klasse", "CLASS_AND_LEVEL":"Klasse & Stufe", "CLASS_AND_LEVEL_PLACEHOLDER":"Generiert nach Hinzufügen einer Klasse im \"Charakter\"-Tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Klassenstufen", "CLERIC":"Kleriker", "CLIMB":"Klettern", + "CLOSE":"Close", "COINAGE":"Münzen", "COINS_CP":"KM", "COINS_EP":"EM", "COINS_GP":"GM", "COINS_PP":"PM", "COINS_SP":"SM", - "COIN_CONVERSION_GP_PER_CP":"Kupfer pro Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Elektrum pro Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold pro Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silber pro Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Kupfer pro Gold", + "COIN_CONVERSION_GP_PER_EP":"Elektrum pro Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold pro Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silber pro Gold", "COLD":"Kälte", "COLOR":"Farbe", "COMPONENTS":"Komponenten", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Konzentration, bis zu 6 Runden", "CONCENTRATION_UP_TO_8_HOURS":"Konzentration, bis zu 8 Stunden", "CONDENSE":"Komprimiert", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Konditions-Immunitäten", "CONJURATION":"Beschwörung", "CONSTITUTION":"Konstitution", "CONTENT":"Inhalt", + "CONTRACT":"Contract", "COPPER_PIECES":"Kupfermünzen", "CORE":"Kern", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Krit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Bestimmt den Schaden, der für einen Krit zusätzlich gewürfelt wird. Standardmässig ist dies der normale Waffenschaden.", "CRIT_RANGE":"Krit-Ab", "CURRENT":"Aktuell", "CUSTOM":"Benutzerdef.", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Benutzerdef. Gold-Werte", - "CUSTOM_NAME":"Benutzerdef. Name", "DAMAGE":"Schaden", "DAMAGE_IMMUNITIES":"Schadens-Immunitäten", "DAMAGE_RESISTANCES":"Schadens-Resistenzen", "DAMAGE_VULNERABILITIES":"Schadens-Verwundbarkeiten", "DARKVISION":"Dunkelsicht", "DC":"SG", + "DEAFENED":"Deafened", "DEATH":"Tod", "DEATH_SAVES":"Todesrettung", "DEATH_SAVING_THROW":"Todesrettung", "DEATH_SAVING_THROWS":"Todesrettungswürfe", "DECEPTION":"Täuschung", - "DEFAULT_ABILITY":"Standard-
fähigkeit", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Ges", "DEXTERITY":"Geschick", "DICE":"Würfel", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Würfel", "DISADVANTAGE":"Nachteil", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Erkenntniszauber", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Nicht zum Tracker schicken", "DRAGON":"Drache", "DRUID":"Druide", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Verzauberung", "ENCUMBERED":"Beladen", "ENCUMBERED_HEAVILY":"Schw. Beladen", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Ausrüstung", "EVERY":"every", "EVOCATION":"Hervorrufung", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Erschöpfung", "EXHAUSTION_LEVEL_1":"Nachteil auf Fähigkeitschecks", "EXHAUSTION_LEVEL_2":"Geschwindigkeit halbiert", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Trefferpunkte-Maximum halbiert", "EXHAUSTION_LEVEL_5":"Geschwindigkeit reduziert auf 0", "EXHAUSTION_LEVEL_6":"Tod", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Erfahrungspunkte", "EXPERTISE":"Sachverstand", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Augen", "FAILURES":"Fehlschläge", + "FEATS":"Feats", "FEATURES":"Talente", "FEATURES_AND_TRAITS":"Talente & Fertigkeiten", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Feld", "FIGHTER":"Kämpfer", "FILTERS":"Filter", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"Feuer", "FLAT_HEAL":"Einfache Heilung", @@ -418,20 +533,38 @@ "FORTITUDE":"Zähigkeit", "FREEFORM":"Freiform", "FREETEXT":"Freitext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Geschlecht", "GENERATE_SKILLS":"Fertigkeiten erzeugen", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Goldmünzen", + "GRAPPLED":"Grappled", "HAIR":"Haar", "HALFLING_LUCK":"Halblingsglück", "HALF_DAMAGE":"Schaden halbiert", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heilung", "HEAL_FOR":"Heile um", "HEAVY_ARMOR":"Schwere Rüstung", "HEIGHT":"Höhe", + "HIDE":"Hide", "HIDE_INFO":"Information verbergen", "HIDE_INFO_ABILITY_CHECKS":"Verberge Fähigkeits-Checks", "HIDE_INFO_ATTACK":"Verberge Angriff", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Verberge Schaden", "HIDE_INFO_EFFECT":"Verberge Effekt", "HIDE_INFO_FREETEXT":"Verberge Freitext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Verberge Rettungswurf-SG", "HIDE_INFO_SAVING_THROW_FAILURE":"Verberge Rettungswurf-Erfolg", "HIDE_INFO_SAVING_THROW_SUCCESS":"Verberge Rettungswurf-Fehlschlag", - "HIDE_INFO_SPELL_CONTENT":"Verberge Zauberinhalt", "HIGHER_LEVEL":"Höhere Stufe", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"Geschichte", + "HIT":"Hit", "HIT_DICE":"TW", "HIT_POINTS":"TP", "HIT_POINTS_ROLLED":"Gewürfelte TP", "HIT_POINTS_TEMP":"Temp TP", "HIT_POINTS_TEMPORARY":"Temporäre Trefferpunkte", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Hausregeln", "HOVER":"Schweben", "HUGE":"Enorm", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"Wenn das Ziel", "ILLUSION":"Illusion", "IMPORT":"Importiere", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiativbonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Einschätzen", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Sofort", "INSTANTANEOUS_OR_1_HOUR":"Sofort oder 1 Stunde", "INT":"Int", "INTELLIGENCE":"Intelligenz", "INTIMIDATION":"Einschüchtern", "INVESTIGATION":"Untersuchung", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Sprachen", "LARGE":"Groß", @@ -483,18 +630,27 @@ "LEVELS":"Stufen", "LIGHTNING":"Blitz", "LIGHT_ARMOR":"Leichte Rüstung", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Lange Rast", "MACROS":"Makros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medizin", "MEDIUM":"Mittel", "MEDIUM_ARMOR":"Mittlere Rüstung", "MEDIUM_ARMOR_MAX_DEX":"Mittlere Rüstung Max Gesch.", "MELEE":"Nahkampf", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Sonstiges", "MISCELLANEOUS":"Sonstiges", "MISCELLANEOUS_NOTES":"Sonstige Notizen", + "MOD":"mod", "MONK":"Mönch", "MOVEMENT":"Bewegung", "MULTIPLIER":"Multiplikator", @@ -504,74 +660,125 @@ "NECROTIC":"necrotischer", "NO":"Nein", "NORMAL":"Normalerweise", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NSC", "ONE_CREATURE":"eine Kreatur", + "ONE_TARGET":"one target", "OR":"oder", "OTHER":"Andere", "OTHER_ARMOR":"Andere Rüstung", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Andere Befähigungen", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Ausgabe", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passiver Fähigkeitscheck", + "PASSIVE_SKILLS":"Passive skills", "PC":"SC", "PERCEPTION":"Wahrnehmung", "PERFORMANCE":"Auftreten", "PERSONALITY_TRAITS":"Persönlichkeitsmerkmale", "PERSUASION":"Überzeugen", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinmünzen", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Ursprungspunkte", "POISON":"Gift", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Vorbereitet", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Befähigt", "PROFICIENCIES":"Befähigungen", "PROFICIENCY_BONUS":"Befähigungsbonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Befähigt", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychischer", "PUBLIC_FOR_ALL":"Öffentlich für alle", "QTY":"Menge", "QUERY":"Abfrage", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Rasse", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Reichweite", "RANGED":"Fernkampf", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Waldläufer", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reichweite", "REACTION":"Reaktion", "REACTIONS":"Reaktionen", "RECHARGE":"Aufladung", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regionale Effekte", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Herausragender Athlet", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"Dieses Feature erfordert die API", "RESISTANCES_AND_IMMUNITIES":"Resistenzen & Immunitäten", "RESOURCES":"Ressourcen", - "RESTS":"Rast", + "RESTRAINED":"Restrained", + "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Schurke", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Rettungswurf", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"RW Fehlschlag", "SAVE_SUCCESS":"RW Erfolg", "SAVING_DC":"Rettungs-SG", "SAVING_THROW":"Rettungswurf", "SAVING_THROWS":"Rettungswürfe", "SAVING_THROWS_QUERY":"Rettungswurfabfrage", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Rettungswurf-SG", + "SECOND_DAMAGE":"Second damage", "SENSES":"Sinne", "SHEET":"Bogen", "SHEET_OUTPUT":"Bogen Ausgabe", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Schild", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Kurze Rast", "SHOW_ALL":"Zeige alles", - "SHOW_PASSIVE":"Passive zeigen", "SHOW_RESTS":"Rast anzeigen", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Stufen zeigen, wenn alle Slots aufgebraucht sind", "SHOW_TARGET_AC_ON_ATTACKS":"Zeige Ziel-RK bei Angriffen", @@ -582,15 +789,16 @@ "SIZE":"Größe", "SKILL":"Fertigkeit", "SKILLS":"Fertigkeiten", - "SKILL_SELECT_EXPERTISE":"✗    Sachverstand", - "SKILL_SELECT_PROFICIENT":"✓    Befähigt", - "SKILL_SELECT_UNPROFICIENT":"—   Nicht befähigt", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Hautfarbe", "SLASHING":"slashing", "SLEIGHTOFHAND":"Fingerfertigkeit", + "SLOTS":"Slots", "SMALL":"Klein", "SOCIETY":"Society", "SORCERER":"Hexenmeister", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Quelle", "SOURCE_TO_TARGET":"Quelle → Ziel", "SPECIAL":"Speziell", @@ -599,50 +807,67 @@ "SPELL":"Zauber", "SPELLCASTING":"Zaubern", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Zauber", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Zauberstufe", "SPELL_MUST_HAVE":"Zauber muss haben", "SPELL_POINTS":"Zauberpunkte", - "SPELL_POINTS_TITLE":"Zauberpunkte", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Zauberslots", "SPELL_SLOTS_TITLE":"Zauberslots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Heimlichkeit", "STR":"Str", "STRENGTH":"Stärke", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Erfolge", + "SUMMONER":"Summoner", "SURVIVAL":"Überleben", "SWIM":"Schwimmen", "TARGET":"Ziel", "TARGET_TO_SOURCE":"Ziel → Quelle", + "TEMP":"Temp", "TEXT_SIZE":"Textgröße", "THUNDER":"thunder", "TINY":"Sehr klein", "TOTAL":"Gesamt", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Zum Tracker schicken", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Verwandlung", "TREMORSENSE":"Erschütterungssinn", "TRUESIGHT":"Wahrsicht", + "TURN":"Turn", "TURN_OFF_FILTERING":"Wenn neu hinzugefügte Zauber nicht sichtbar sind, deaktiviere \"Filter\"", "TYPE":"Typ", "UNARMORED":"Ungepanzert", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Nicht befähigt", "UNTIL_DISPELLED":"Bis gebannt", "UNTIL_DISPELLED_OR_TRIGGERED":"Bis gebannt oder ausgelöst", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Sicht", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Hexer", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Hexer Zauberslots", "WEIGHT":"Gewicht", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Geflüstert an den GM", "WILL":"Willen", "WIS":"Wei", diff --git a/5eShaped/translations/el.json b/5eShaped/translations/el.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/el.json +++ b/5eShaped/translations/el.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/en.json b/5eShaped/translations/en.json index 4b8d790977..165b7571a0 100644 --- a/5eShaped/translations/en.json +++ b/5eShaped/translations/en.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,22 +83,30 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", - "ATK":"ATK", + "ATK":"Atk", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", - "BLIND_BEYOND":"Blind beyond", + "BLIND_BEYOND":"blind beyond this radius", "BLUDGEONING":"bludgeoning", "BONDS":"Bonds", "BONUS":"Bonus", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_AND_LEVEL_PLACEHOLDER":"Turn on edit mode by clicking the pencil", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleansing Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -331,7 +406,7 @@ "CON":"Con", "CONC":"Conc", "CONCENTRATION":"Concentration", - "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, up to 10 minute", + "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, up to 10 minutes", "CONCENTRATION_UP_TO_12_HOURS":"Concentration, up to 12 hours", "CONCENTRATION_UP_TO_1_HOUR":"Concentration, up to 1 hour", "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, up to 1 minute", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"The damage field is rolled on a crit. This field defaults to the same as damage, but can be edited to another value", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", - "DMG":"DMG", + "DMG":"Dmg", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", + "SAVE_DC":"Save DC", + "SAVE_FAILURE":"Save failure", + "SAVE_SUCCESS":"Save success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", + "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see spells turn off \"filters\" or change the level filter to show all levels.", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/es.json b/5eShaped/translations/es.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/es.json +++ b/5eShaped/translations/es.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/fr.json b/5eShaped/translations/fr.json index ce150db329..7c78fdff01 100644 --- a/5eShaped/translations/fr.json +++ b/5eShaped/translations/fr.json @@ -1,39 +1,61 @@ { + "0":"0", + "10TH_LEVEL":"10ème niveau", "10_DAYS":"10 jours", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11ème niveau", + "12TH_LEVEL":"12ème niveau", "12_HOURS":"12 heures", - "1ST":"1e<\/sup>", - "1ST_LEVEL":"1e<\/sup> niveau", + "13TH_LEVEL":"13ème niveau", + "14TH_LEVEL":"14ème niveau", + "15TH_LEVEL":"15ème niveau", + "16TH_LEVEL":"16ème niveau", + "17TH_LEVEL":"17ème niveau", + "18TH_LEVEL":"18ème niveau", + "19TH_LEVEL":"19ème niveau", + "1ST":"1er", + "1ST_LEVEL":"1er niveau", "1_ACTION":"1 action", "1_BONUS_ACTION":"1 action bonus", "1_HOUR":"1 heure", "1_MINUTE":"1 minute", "1_REACTION":"1 réaction", "1_ROUND":"1 tour", + "20TH_LEVEL":"20ème niveau", + "21ST_LEVEL":"21ème niveau", + "22ND_LEVEL":"22ème niveau", + "23RD_LEVEL":"23ème niveau", + "24TH_LEVEL":"24ème niveau", "24_HOURS":"24 heures", - "2ND":"2e<\/sup>", - "2ND_LEVEL":"2e<\/sup> niveau", + "25TH_LEVEL":"25ème niveau", + "26TH_LEVEL":"26ème niveau", + "27TH_LEVEL":"27ème niveau", + "28TH_LEVEL":"28ème niveau", + "29TH_LEVEL":"29ème niveau", + "2ND":"2ème", + "2ND_LEVEL":"2ème niveau", + "30TH_LEVEL":"30ème niveau", "30_DAYS":"30 jours", - "3RD":"3e<\/sup>", - "3RD_LEVEL":"3e<\/sup> niveau", - "4TH":"4e<\/sup>", - "4TH_LEVEL":"4e<\/sup> niveau", - "5TH":"5e<\/sup>", - "5TH_LEVEL":"5e<\/sup> niveau", - "6TH":"6e<\/sup>", - "6TH_LEVEL":"6e<\/sup> niveau", - "7TH":"7e<\/sup>", - "7TH_LEVEL":"7e<\/sup> niveau", + "3RD":"3ème", + "3RD_LEVEL":"3ème niveau", + "4TH":"4ème", + "4TH_LEVEL":"4ème niveau", + "5TH":"5ème", + "5TH_LEVEL":"5ème niveau", + "6TH":"6ème", + "6TH_LEVEL":"6ème niveau", + "7TH":"7ème", + "7TH_LEVEL":"7ème niveau", "7_DAYS":"7 jours", - "8TH":"8e<\/sup>", - "8TH_LEVEL":"8e<\/sup> niveau", + "8TH":"8ème", + "8TH_LEVEL":"8ème niveau", "8_HOURS":"8 heures", - "9TH":"9e<\/sup>", - "9TH_LEVEL":"9e<\/sup> niveau", + "9TH":"9ème", + "9TH_LEVEL":"9ème niveau", "ABILITY":"Caractéristique", "ABILITY_CHECK":"Jet de carac", "ABILITY_CHECKS":"Jet de carac", - "ABILITY_CHECKS_QUERY":"Jet de carac (popup)", + "ABILITY_CHECKS_QUERY":"Quest. Jets de Compétence", "ABILITY_SCORES":"Valeur de carac", "ABJURATION":"Abjuration", "AC":"CA", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Bonus avec et sans armure", "ARMOR_CLASS":"Classe d'armure", "ARROWS":"Flèches", + "ARTIFICER":"Artificer (2017)", "AS":"en tant que", "ATHLETICS":"Athlétisme", "ATK":"ATQ", "ATTACHERS":"Attaches", "ATTACK":"Attaque", "ATTACKS":"Attaques", + "AT_WILL":"à volonté", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Enlever le (dés)avantage après chaque jet", "AVERAGE_OF_ABILITIES":"Moyenne des deux carac les plus élevées.", + "AVG":"avg", "BACKGROUND":"Biographie", + "BACKSTORY":"Histoire", "BARBARIAN":"Barbare", "BARD":"Barde", "BASE_DC":"Base DC", "BIG":"Gros", "BITE":"Morsure", + "BLINDED":"Aveuglé", "BLINDSIGHT":"Vision aveugle", "BLIND_BEYOND":"Aveugle au-delà", "BLUDGEONING":"contondant", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Nom du personnage", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nom du perso sur tous les jets", "CHARISMA":"Charisme", + "CHARMED":"Charmé", "CHECK":"Jet", "CHECK_BONUS":"Bonus Jet de Carac", + "CHOOSE_WHEN_ROLLING":"Choisir lors du jet de dés", "CLASS":"Classe", "CLASS_AND_LEVEL":"Classes & Niveaux", "CLASS_AND_LEVEL_PLACEHOLDER":"Généré après l'ajout d'une classe dans l'onglet \"Personnage\"", - "CLASS_FEATURE_ACTION_SURGE":"Sursaut", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"A votre tour, vous pouvez réaliser une action supplémentaire en plus de votre action normale et de votre éventuelle action bonus.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Récupération de la magie", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"Vous avez appris à regagner une partie de votre énergie magique par l'étude de votre grimoire. Une fois par jour, lorsque vous terminez un repos court, vous pouvez choisir des emplacements de sorts dépensés à récupérer. Les emplacements de sorts peuvent avoir un niveau combiné égal ou inférieur à la moitié de votre niveau de magicien (arrondi au supérieur), et aucun de ces emplacements ne peut être de niveau 6 ou supérieur.\nPar exemple, si vous êtes un magicien de niveau 4, vous pouvez récupérer jusqu'à l'équivalent de deux niveaux d'emplacements de sorts. Vous pouvez récupérer soit un emplacement de sort de niveau 2 ou deux emplacements de sorts de niveau 1.", - "CLASS_FEATURE_ARCHDRUID":"Archidruide", - "CLASS_FEATURE_ARCHDRUID_TEXT":"Vous pouvez utiliser votre forme animale un nombre illimité de fois par jour.\nDe plus, vous pouvez ignorer les composantes verbales et somatiques de vos sorts de même que toute composante matérielle non coûteuse qui n'est consommée par le sort. Vous gagnez ces avantages que vous soyez sous forme normale ou animale.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura de courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"Vous et toutes créatures amicales situées à AURA_RANGE feet ou moins de vous ne pouvez être effrayés tant que vous êtes conscient.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura de protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Si vous ou une créature alliée située à AURA_RANGE feet ou moins de vous doit effectuer un jet de sauvegarde, la créature gagne un bonus égal à [[@{charisma_mod}]] (minimum +1). Vous devez être conscient pour accorder ce bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Inspiration bardique", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"Vous pouvez inspirer les autres en maniant les mots ou la musique. Pour ce faire, utilisez une action bonus à votre tour pour choisir une créature autre que vous-même dans un rayon de 18 mètres (60 feet) autour de vous et qui peut vous entendre. Cette créature gagne un dé d'Inspiration bardique (d6).\nUne fois dans les 10 minutes suivantes, la créature peut lancer le dé et ajouter le nombre obtenu à un jet de caractéristique, d'attaque ou de sauvegarde qu'elle vient de faire. La créature peut attendre de voir le résultat de jet de caractéristique, d'attaque ou de sauvegarde avant de décider d'appliquer le dé d'Inspiration bardique, mais elle doit se décider avant que le MD ne dise si le jet est un succès ou un échec. Une fois le dé d'Inspiration bardique lancé, il est consommé. Une créature ne peut avoir qu'un seul dé d'Inspiration bardique à la fois.", - "CLASS_FEATURE_BEAST_SPELLS":"Incantation animale", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"Vous pouvez lancer sous forme animale la plupart des sorts que vous connaissez. Vous pouvez réaliser les composantes somatiques et verbales des sorts de druide lorsque vous êtes sous forme animale, mais vous ne pouvez pas lancer de sorts nécessitant une composante matérielle.", - "CLASS_FEATURE_BLINDSENSE":"Sens de l'aveugle", - "CLASS_FEATURE_BLINDSENSE_TEXT":"Si vous êtes capable d'entendre, vous pouvez assumer l'emplacement de n'importe quelle créature cachée ou invisible à 3 mètres (10 feet) ou moins de vous.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Critique brutal", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"Vous pouvez lancer un dé de dégâts de votre arme en plus lorsque vous déterminez les dégâts supplémentaires que vous infligez sur un coup critique réussi avec une attaque de corps à corps.\nCe bonus aux dégâts passe à deux dés au niveau 13 et à trois dés au niveau 17.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Canalisation divine", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"Vous gagnez la possibilité de canaliser l'énergie divine directement depuis votre divinité et d'utiliser cette énergie pour alimenter des effets magiques. Vous commencez avec deux effets : Renvoi de morts-vivants et un effet déterminé par votre domaine. Certains domaines vous accordent des effets supplémentaires lorsque vous montez de niveau, comme indiqué dans la description du domaine.", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Votre serment vous permet de canaliser de l’énergie divine qui alimente des effets magiques. Chaque canalisation divine proposée par votre serment en détaille les options d'utilisation.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Renvoi de morts-vivants (Canalisation divine)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"Au prix d'une action, vous présentez votre symbole sacré en psalmodiant une prière contre les morts-vivants. Chaque mort-vivant qui peut vous voir ou vous entendre et qui se trouve à 9 mètres (30 feet) ou moins de vous doit effectuer un jet de sauvegarde de Sagesse. Si la créature rate son jet de sauvegarde, elle est renvoyée pendant 1 minute ou jusqu'à ce qu'elle prenne des dégâts.\nUne créature renvoyée doit passer ses actions à essayer de s'éloigner le plus loin possible de vous et ne peut volontairement se rapprocher à moins de 9 mètres (30 feet) de vous. Elle ne peut pas avoir de réactions et peut utiliser ses actions seulement pour courir ou essayer de s'échapper d'un effet immobilisant. S'il n'y a nulle part où aller, la créature peut utiliser l'action d'esquive.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"Quand un mort-vivant rate son jet de sauvegarde contre votre capacité de Renvoi de morts-vivants, la créature est immédiatement détruite si son CR est égal ou inférieur à CHALLENGE_RATING.", - "CLASS_FEATURE_CLEANSING_TOUCH":"Toucher purificateur", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"Vous pouvez utiliser votre action pour mettre fin à un sort sur vous ou une créature consentante que vous touchez.", - "CLASS_FEATURE_COUNTERCHARM":"Contre charme", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"Vous gagnez la possibilité d'utiliser des notes de musique ou des mots de pouvoir pour perturber les effets qui affectent la pensée. Par une action, vous pouvez commencer une représentation qui durera jusqu'à la fin de votre prochain tour. Pendant ce temps, vous et toute créature amie dans un rayon de 9 mètres (30 feet) autour de vous avez avantage aux jets de sauvegarde contre le fait d'être effrayé ou charmé. Une créature doit être en mesure de vous entendre pour obtenir cet avantage. La représentation se termine plus tôt si vous êtes incapable d'agir ou réduit au silence, ou si vous y mettez volontairement un terme (aucune action n'est requise pour cela).", - "CLASS_FEATURE_CUNNING_ACTION":"Action fourbe", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Votre vivacité d'esprit et votre agilité vous permettent de vous déplacer et d'agir rapidement. Vous pouvez effectuer une action bonus à chacun de vos tours en combat. Cette action ne peut être utilisée que pour vous désengager, vous cacher ou courir.", - "CLASS_FEATURE_DANGER_SENSE":"Sens du danger", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"Vous avez l'avantage aux jets de sauvegarde de Dextérité contre les effets que vous pouvez voir, comme les pièges ou les sorts. Pour bénéficier de cet effet vous ne devez pas être aveuglé, assourdi ou incapable d'agir.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Parade de projectiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"Vous pouvez utiliser votre réaction pour dévier ou attraper les projectiles lorsque vous êtes touché lors d'une attaque d'arme à distance. Lorsque vous choisissez d'utiliser la parade de projectiles, les dégâts que vous subissez de l'attaque sont réduits de [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nSi vous réduisez les dégâts à 0, vous pouvez attraper le projectile s'il est suffisamment petit pour que vous puissiez le tenir à une main et si bien sûr vous avez une main de libre. Si vous attrapez le projectile de cette façon, vous pouvez dépenser 1 point ki pour effectuer une attaque à distance avec cette arme ou cette munition, attque qui fait partie de votre réaction. Vous effectuez cette attaque avec votre bonus de maîtrise, que vous maîtrisiez ou non l'arme en question, et le projectile compte comme arme de moine pour cette attaque, et a une portée de 6\/18 mètres (20\/60 feet).", - "CLASS_FEATURE_DIAMOND_SOUL":"Âme de diamant", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Votre maîtrise du ki vous confère la maîtrise de tous les jets de sauvegarde.\nDe plus, lorsque vous effectuez un jet de sauvegarde et l'échouez, vous pouvez dépenser 1 point ki pour le retenter ; vous devez prendre ce second résultat.", - "CLASS_FEATURE_DIVINE_HEALTH":"Santé divine", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"La magie divine qui coule en vous vous immunise contre les maladies.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Intervention divine", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"Vous pouvez faire appel à votre divinité pour qu'elle intervienne en cas de besoin réel.\nImplorer l'aide de votre divinité vous oblige à utiliser votre action. Décrivez l'aide que vous recherchez, et lancez un dé de pourcentage. Si vous obtenez un nombre égal ou inférieur à votre niveau de clerc, votre divinité intervient. Le MD choisit la nature de l'intervention ; l'effet d'un sort de clerc ou d'un sort de domaine est approprié.\nSi votre divinité intervient, vous ne pouvez plus utiliser cette capacité durant les 7 prochains jours. Dans le cas contraire, vous pouvez l'utiliser à nouveau après avoir terminé un repos long.\nAu niveau 20, l'appel à votre divinité réussit automatiquement ; aucun jet n'est nécessaire.", - "CLASS_FEATURE_DIVINE_SENSE":"Sens divins", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"Une forte présence maléfique éveille vos sens, comme une odeur nocive, et un bien puissant fait résonner dans vos oreilles une musique céleste. Par une action, vous pouvez éveiller votre conscience pour détecter de telles forces. Jusqu'à la fin de votre prochain tour, vous connaissez l’emplacement de toute créature céleste, fiélon ou mort-vivante dans un rayon de 18 mètres (60 feet) autour de vous, et qui ne se trouve pas derrière un abri total. Vous connaissez le type (céleste, fiélon ou mort-vivant) et le nombre de tous les êtres dont vous sentez la présence, mais pas leur identité (le vampire comte von Strahd Zarovich, par exemple). Dans ce même rayon, vous détectez également la présence d'un lieu ou d'un objet qui a été consacré ou profané, comme avec le sort sanctification.", - "CLASS_FEATURE_DIVINE_SMITE":"Châtiment divin", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"À partir du niveau 2, quand vous touchez une créature avec une arme de corps à corps, vous pouvez utiliser n'importe quel emplacement de sort (de paladin ou autre) pour châtier cette créature et lui infliger des dommages supplémentaires de type radiant. Les dommages supplémentaires infligés sont de 2d8 pour un emplacement de sort de niveau 1, plus 1d8 supplémentaire pour chaque niveau de sort supérieur à 1, jusqu’à un maximum de 5d8. Si la créature est un mort-vivant ou un fiélon, les dommages augmentent de 1d8.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Invocations occultes", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"Durant vos recherches, vous avez exhumé des invocations occultes, fragments d’un savoir interdit qui vous confère une capacité magique permanente.\nVous connaissez NUMBER_OF_INVOCATIONS_KNOWN invocations occultes.\nEn outre, lorsque vous gagnez un niveau dans cette classe, vous pouvez choisir de remplacer une invocation déjà connue par une autre que vous pouvez apprendre à ce niveau.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Maîtrise de l'occulte", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"vous pouvez puiser dans vos réserves mystiques internes pour supplier votre patron afin de récupérer vos emplacements de sorts dépensés. Vous pouvez passer 1 minute à supplier votre patron pour regagner tous vos emplacements de sorts dépensés de votre Magie du pacte.", - "CLASS_FEATURE_ELUSIVE":"Insaisissable", - "CLASS_FEATURE_ELUSIVE_TEXT":"Les attaquants gagnent rarement le dessus sur vous. Aucun jet d'attaque n'a l'avantage contre vous tant que vous n'êtes pas incapable d'agir.", - "CLASS_FEATURE_EMPTY_BODY":"Corps vide", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"Vous pouvez utiliser votre action pour dépenser 4 points ki et ainsi devenir invisible pendant 1 minute. Au cours de cette période, vous obtenez également la résistance à tous les dégâts, à l'exception des dégâts de force.\nDe plus, vous pouvez dépenser 8 points de ki pour lancer le sort projection astral, sans avoir besoin des composantes matérielles. De cette manière, vous ne pouvez pas prendre d'autres créatures avec vous.", - "CLASS_FEATURE_EVASION":"Esquive", - "CLASS_FEATURE_EVASION_TEXT":"Vous pouvez esquiver certains effets de zone, tels le souffle ardent d'un dragon rouge ou un sort de tempête de glace. Lorsque vous êtes sujet à un effet qui vous permet de faire un jet de sauvegarde de Dextérité pour ne prendre que la moitié des dégâts, vous ne prenez aucun dégât si vous réussissez le jet de sauvegarde, et seulement la moitié des dégâts si vous échouez.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choisissez deux compétences que vous maîtrisez. Votre bonus de maîtrise est doublé pour tout jet de caractéristique que vous faites et qui implique une de ces deux compétences.\nAu niveau 10, vous pouvez choisir deux autres compétences maîtrisées et obtenir le même avantage.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choisissez deux compétences que vous maîtrisez, ou l'une d'elles et votre maîtrise des outils de voleurs. Votre bonus de maîtrise est doublé pour tout jet de caractéristique que vous réalisez et qui utilise l'une des compétences choisies.\nAu niveau 6, vous pouvez choisir deux maîtrises supplémentaires (compétences ou outils de voleurs) et obtenir le même avantage.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Attaque supplémentaire", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"quatre fois", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer NUMBER_OF_TIMES, au lieu d'une, chaque fois que vous réalisez l’action Attaquer durant votre tour.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"trois fois", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"deux fois", - "CLASS_FEATURE_FAST_MOVEMENT":"Mouvement rapide", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres (10 feet) tant que vous ne portez pas d'armure lourde.", - "CLASS_FEATURE_FAVORED_ENEMY":"Ennemi favori", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"Vous avez des compétences significatives pour pister, chasser et même communiquer avec un certain type d'ennemi. \nChoisissez un type d'ennemi favori : aberrations, bêtes, célestes, créatures artificielles, dragons, élémentaires, fées, créatures monstrueuses, géants, vases, fiélons, plantes ou morts-vivants. Sinon, vous pouvez sélectionner deux races d’humanoïde (comme gnolls et orques) comme ennemis favoris.\nVous avez l'avantage aux jets de Sagesse (Survie) pour pister vos ennemis favoris, ainsi qu'aux jets d'Intelligence pour obtenir des renseignements sur ceux-ci.\nQuand vous obtenez cette capacité, vous apprenez également une langue de votre choix qui est parlée par vos ennemis favoris, s’ils en parlent une.\nVous choisissez un ennemi favori supplémentaire, ainsi qu'un langage associé, aux niveaux 6 et 14. À ces niveaux, vos choix devraient refléter les types de monstres que vous avez rencontrés au cours de vos aventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Instinct sauvage", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Vos instincts sont si aiguisés que vous obtenez l'avantage aux jets d'initiative.\nDe plus, si vous êtes surpris au début du combat et que vous n'êtes pas incapable d'agir, vous pouvez jouer normalement durant votre premier tour, mais seulement si vous entrez en rage avant de faire quoique ce soit d'autre à ce tour.", - "CLASS_FEATURE_FERAL_SENSES":"Sens sauvages", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"Vous gagnez un sens surnaturel qui vous aide à combattre les créatures que vous ne pouvez pas voir. Lorsque vous attaquez une créature que vous ne pouvez pas voir, votre incapacité à voir ne vous impose pas un désavantage à vos jets d'attaque contre elle.\nVous êtes également au courant de l'emplacement d'une créature invisible dans un rayon de 9 mètres (30 feet) autour de vous, à condition que la créature ne se soit pas cachée vis-à-vis de vous et que vous ne soyez pas aveuglé ou assourdi.", - "CLASS_FEATURE_FIGHTING_STYLE":"Style de combat", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archer, Défense, Duel, Arme à deux mains, Protection, ou Combat à deux armes.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Défense, Duel, Arme à deux mains, ou Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archer, Défense, Duel, ou Combat à deux armes.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"Vous adoptez un style particulier de combat qui sera votre spécialité. Choisissez l'une des options suivantes. Vous ne pouvez pas prendre une même option plus d'une fois, même si vous obtenez plus tard la possibilité d'en choisir une nouvelle.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexibilité des sorts", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Création d'emplacements de sorts: Vous pouvez transformer des points de sorcellerie inutilisés en un emplacement de sort par une action bonus à votre tour. Vous ne pouvez pas créer d’emplacements de sorts d'un niveau supérieur à 5, et tout emplacement créé de cette façon disparait après un repos long.\nEmplacement Points de sorcellerie\n 1er 2\n 2ème 3\n 3ème 5\n 4ème 6\n 5ème 7\nConvertir un emplacement en points de sorcellerie: Par une action bonus à votre tour, vous pouvez dépenser un emplacement de sort et gagner un nombre de points de sorcellerie égal au niveau de l'emplacement.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Déluge de coups", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immédiatement après avoir utilisé une action Attaquer au cours de votre tour, vous pouvez dépenser 1 point ki pour effectuer deux attaques à mains nues via une action bonus.", - "CLASS_FEATURE_FOE_SLAYER":"Tueur d'ennemis", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"Vous devenez un chasseur hors pair pour vos ennemis. Une fois à chacun de vos tours, vous pouvez ajouter votre modificateur de Sagesse au jet d'attaque ou de dégâts d'une attaque que vous effectuez contre l'un de vos ennemis favoris. Vous pouvez choisir d'utiliser cette capacité avant ou après le jet, mais avant que les effets du jet ne soient appliqués.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Camouflage naturel", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"Vous pouvez passer 1 minute pour vous créer un camouflage. Vous devez avoir accès à de la boue fraîche, de la crasse, des plantes, de la suie et d'autres matériaux naturels avec lesquels vous pouvez créer votre camouflage.\nUne fois que vous êtes camouflé de cette façon, vous pouvez essayer de vous cacher en vous appuyant contre une surface solide, comme un arbre ou un mur, s'il est au moins aussi grand et aussi large que vous. Vous bénéficiez d'un bonus de +10 aux jets de Dextérité (Discrétion) aussi longtemps que vous restez sans bouger et sans effectuer d'actions. Une fois que vous vous déplacez ou prenez une action ou une réaction, vous devez vous camoufler à nouveau pour regagner cet avantage.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Châtiment divin amélioré", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"Vous êtes tellement imprégné de vertus que toutes vos armes de corps à corps portent la puissance divine en elles. Lorsque vous réussissez une attaque avec une arme de corps à corps, la créature cible subit 1d8 de dommages supplémentaires de type radiant. Cette capacité se cumule avec le Châtiment divin.", - "CLASS_FEATURE_INDOMITABLE":"Indomptable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Puissance indomptable", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"Si le résultat d'un de vos jets de Force est inférieur à votre valeur de Force, vous pouvez utiliser votre valeur de Force à la place de votre résultat.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"Vous pouvez relancer un jet de sauvegarde que vous avez raté. Si vous le faites, vous devez obligatoirement utiliser le nouveau résultat.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Touche-à-tout", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"Vous pouvez ajouter la moitié de votre bonus de maîtrise (arrondi au chiffre inférieur) à tout jet de caractéristique qui n'applique pas déjà votre bonus de maîtrise.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Coups imprégnés de ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Vos attaques à mains nues sont considérées comme des attaques magiques pour ce qui est de vaincre la résistance et l'immunité aux attaques et dégâts non-magiques.", - "CLASS_FEATURE_KI_TEXT":"Votre entrainement vous permet d'exploiter cette mystérieuse énergie qu'est le ki. Votre accès à cette énergie est représenté par un nombre de points ki.\nVous pouvez dépenser ces points pour déclencher diverses capacités ki. Vous débutez en connaissant trois de ces capacités ki : Déluge de coups, Défense patiente et Pas aérien. Vous apprendrez de nouvelles capacités ki en gagnant des niveaux de moine.\nLorsque vous dépensez un point ki, il n'est plus disponible jusqu'à ce que vous finissiez un repos court ou long, à la fin desquels vous récupérez tous les points ki utilisés. Vous devez passer au moins 30 minutes de votre repos à méditer pour pouvoir regagner vos points ki.", - "CLASS_FEATURE_LANDS_STRIDE":"Déplacement fluide", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Vos déplacements à travers un terrain difficile non magique ne vous coûte pas de mouvement supplémentaire. Vous pouvez également passer à travers des plantes non magiques sans être ralenti et sans subir de dégâts par leurs épines, ou un risque semblable.\nEn outre, vous avez l'avantage aux jets de sauvegarde contre les plantes qui sont créés ou manipulés par magie afin d’entraver les mouvements, comme celles créées par le sort enchevêtrement.", - "CLASS_FEATURE_LAY_ON_HANDS":"Imposition des mains", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Votre toucher béni peut guérir les blessures. Au prix d’une action, vous pouvez toucher une créature pour soigner autant de points de vie que vous dépenser de points.\nVous pouvez également dépenser 5 points de vie de votre réserve pour guérir la cible d'une maladie ou neutraliser un poison qui l'affecte. Vous pouvez soigner plusieurs maladies et neutraliser plusieurs poisons avec une seule imposition des mains en dépensant les points de vie séparément pour chacun d’entre eux.\nL’imposition des mains n’a aucun effet sur les morts-vivants ou les créatures artificielles.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Secrets magiques", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"Vous avez récupéré des connaissances magiques à partir d'un large éventail de disciplines. Choisissez deux sorts de n'importe quelle classe, y compris de barde. Les sorts choisis doivent être d'un niveau que vous pouvez lancer, ou être des sorts mineurs.\nLes sorts choisis comptent comme des sorts de barde pour vous, et comptent dans la colonne des Sorts connus de la table du barde.\nVous apprenez deux sorts supplémentaires de n'importe quelle classe au niveau 14 puis à nouveau au niveau 18.", - "CLASS_FEATURE_MARTIAL_ARTS":"Arts martiaux", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Votre pratique des arts martiaux vous donne la maîtrise des styles de combat utilisant les attaques à mains nues et les armes de moine, qui sont l'épée courte et toutes les armes de corps à corps courantes qui n'ont ni la propriété à deux mains, ni la propriété lourde.\nVous gagnez les avantages suivants lorsque vous êtes à mains nues ou ne maniez que des armes de moine et que vous n'êtes équipé ni d'armure ni de bouclier :\n•Vous pouvez utiliser la Dextérité à la place de la Force aux jets d'attaque et de dégâts de vos attaques à mains nues et avec des armes de moine.\n•Vous pouvez lancer un d4 à la place des dégâts normaux de votre attaque à mains nues ou de vos armes de moine. Ce dé change lorsque vous gagnez des niveaux de moine, comme indiqué dans la colonne Arts martiaux de la table ci-dessus.\n•Lorsque vous utilisez l'action Attaquer avec une attaque à mains nues ou une arme de moine au cours de votre tour, vous pouvez effectuer une attaque à mains nues au prix d'une action bonus. Par exemple, si vous prenez l'action Attaque et attaquez avec un bâton, vous pouvez également effectuer une attaque à mains nues avec votre action bonus, à la condition que vous n'ayez pas déjà utilisé votre action bonus pour ce tour.\nCertains monastères utilisent des versions spéciales des armes de moine. Par exemple, vous pourriez utiliser un gourdin dont les deux manches en bois sont reliés par une chaîne de fer (cette arme est alors appelée un nunchaku) ou bien une serpe possédant une lame plus courte et plus droite (on parle alors de kama). Quel que soit le nom que vous utilisiez pour votre arme de moine, vous pouvez utiliser les statistiques de jeu fournies pour l'arme.", - "CLASS_FEATURE_METAMAGIC":"Métamagie", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Sort prudent", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"Lorsque vous lancez un sort qui force les autres créatures à faire un jet de sauvegarde, vous pouvez libérer de cette obligation du sort certaines de ces créatures. Pour ce faire, dépensez 1 point de sorcellerie et choisissez un nombre de créatures égal à [[@{charisma_mod}]] (minimum 1 créature). Une créature choisie réussie automatiquement sur son jet de sauvegarde contre le sort.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Sort distant", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"Quand vous lancez un sort qui a une portée de 1,50 mètre ou plus, vous pouvez dépenser 1 point de sorcellerie pour doubler la portée du sort. Si le sort a une portée de contact, vous pouvez dépenser 1 point de sorcellerie pour faire passer sa portée à 9 mètres.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Sort puissant", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"Lorsque vous jetez les dégâts pour un sort, vous pouvez dépenser 1 point de sorcellerie pour relancer un nombre de dés de dégâts égal à [[@{charisma_mod}]] (minimum 1). Vous devez forcément utiliser les nouveaux dégâts. Vous pouvez utiliser Sort puissant même si vous avez déjà utilisé une option différente de métamagie lors du lancer de ce sort.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Sort étendu", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"Lorsque vous lancez un sort qui a une durée de 1 minute ou plus, vous pouvez dépenser 1 point de sorcellerie pour doubler sa durée (maximum 24 heures).", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Sort intensifié", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"Lorsque vous lancez un sort qui oblige une créature à faire un jet de sauvegarde pour résister à ses effets, vous pouvez dépenser 3 points de sorcellerie pour donner à une cible du sort un désavantage à son premier jet de sauvegarde contre le sort.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Sort rapide", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"Lorsque vous lancez un sort qui a un temps d'incantation de 1 action, vous pouvez dépenser 2 points de sorcellerie pour changer le temps d'incantation à 1 action bonus pour lancer ce sort.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Sort subtil", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"Lorsque vous lancez un sort, vous pouvez dépenser 1 point de sorcellerie pour le lancer sans composantes somatiques ou verbales.", - "CLASS_FEATURE_METAMAGIC_TEXT":"Vous gagnez la possibilité d’altérer vos sorts en fonction de vos besoins. Vous gagnez deux des options de métamagie suivantes de votre choix. Vous en gagnez une autre aux niveaux 10 et 17.\nSauf indication contraire, vous ne pouvez utiliser sur un sort qu'une seule option de métamagie lorsque vous le lancez.\nSort prudent, Sort distant, Sort puissant, Sort étendu, Sort intensifié, Sort rapide, Sort subtil, Sort jumeau.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Sort jumeau", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"Quand vous jetez un sort qui vise seulement une seule créature et n'a pas de portée personnelle, vous pouvez dépenser un nombre de points de sorcellerie égal au niveau du sort pour viser une deuxième créature dans la portée avec le même sort (1 point de sorcellerie si le sort est un sort mineur).\nCette capacité ne peut affecter que des sorts qui sont incapable de cibler plus d'une créature au niveau lancé. Par exemple, projectile magique et rayon ardent ne peuvent bénéficier de cette capacité, mais rayon de givre et orbe chromatique peuvent.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Arcanum mystique", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"votre patron vous gratifie d’un secret magique appelé Arcanum. Choisissez un sort de niveau 6 dans la liste du sorcier, lequel sera votre Arcanum.\n Vous pouvez lancer votre Arcanum une fois sans utiliser un emplacement de sort. Vous ne pouvez le lancer de nouveau avant d’avoir terminé un repos long.\nAux niveaux supérieurs, vous bénéficiez d’autres sorts de sorcier de votre choix qui peuvent être utilisés de cette façon : un sort de niveau 7 au niveau 13, un sort de niveau 8 au niveau 15 et un sort de niveau 9 au niveau 17. Vous regagnez l’usage de tous vos Arcanums après un repos long.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Explorateur naturel", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"Vous êtes particulièrement familier avec un type de milieu naturel et êtes apte à voyager et à survivre dans ces régions. Choisissez un type de terrain favori : arctique, désert, forêt, littoral, marais, montagne, plaine ou Outreterre. Lorsque vous faites un jet d’Intelligence ou de Sagesse lié à votre terrain favori, votre bonus de maîtrise est doublé si vous utilisez une compétence que vous maîtrisez.\nLors d'un voyage d'une heure ou plus dans votre terrain favori, vous obtenez les avantages suivants :\n•Le terrain difficile ne ralentit pas le voyage de votre groupe.\n•Votre groupe ne peut pas se perdre, sauf par des moyens magiques.\n•Même lorsque vous êtes engagé dans une autre activité tout en voyageant (comme la recherche de nourriture, la navigation ou le pistage), vous restez alerte face au danger.\n•Si vous voyagez seul, vous pouvez vous déplacer furtivement à un rythme normal.\n•Lorsque vous cherchez de la nourriture, vous en trouvez deux fois plus que normalement.\n•Lorsque vous pistez d'autres créatures, vous découvrez aussi leur nombre exact, leurs tailles, et depuis combien de temps elles sont passées dans la zone.\nVous choisissez un terrain favori supplémentaire aux niveaux 6 et 10.", - "CLASS_FEATURE_PACT_BOON":"Faveur pactisée", - "CLASS_FEATURE_PACT_BOON_TEXT":"Votre patron vous gratifie d’une aptitude pour votre loyauté. Vous gagnez une des capacités suivante de votre choix.\nPacte de la Chaînen\nPacte de la Lame\nPacte du Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Défense patiente", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l'action Esquiver via une action bonus au cours de votre tour.", - "CLASS_FEATURE_PERFECT_SELF":"Perfection de l'être", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"Lorsque vous lancez l'initiative et n'avez plus de points de ki disponibles, vous regagnez 4 points ki.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Rage persistante", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Votre rage est si intense qu'elle ne s'arrête prématurément qu'à la condition que vous tombiez inconscient ou que vous choisissiez de l'arrêter.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Champion primitif", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"vous êtes l'incarnation de la puissance du monde sauvage. Vos valeurs de Force et de Constitution augmentent de 4. Votre maximum dans ces valeurs est maintenant de 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Sens primitifs", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"Vous pouvez utiliser votre action et dépenser un emplacement de sort de rôdeur afin de concentrer votre attention sur la région autour de vous. Pour 1 minute par niveau d'emplacement de sort que vous dépensez, vous pouvez sentir si les types de créatures suivants sont présents à 1,6 kilomètre de vous (ou jusqu'à 10 kilomètres si vous êtes dans votre terrain favori) : aberrations, célestes, dragons, élémentaires, fées, démons et morts-vivants. Cette capacité ne révèle pas l'emplacement ou le nombre des créatures.", - "CLASS_FEATURE_PURITY_OF_BODY":"Pureté physique", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Votre maîtrise du flux de ki qui vous parcourt vous immunise aux maladies et aux poisons.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"Durant votre tour, vous pouvez entrer en rage en utilisant une action bonus. En rage, vous gagnez les bénéfices suivants si vous ne portez pas d'armure lourde :\n•Vous avez l'avantage aux jets de Force et aux jets de sauvegarde de Force.\n•Quand vous effectuez une attaque d'arme de corps à corps utilisant la Force, vous gagnez un bonus aux jets de dégâts qui dépend de votre niveau de barbare, comme indiqué dans la colonne Dégâts de la table ci-dessus.\n•Vous avez la résistance aux dégâts contondants, perforants et tranchants.\nSi vous êtes capable de lancer des sorts, vous ne pouvez les lancer ou vous concentrer sur eux pour toute la durée de la rage.\nVotre rage dure 1 minute. Elle finit prématurément si vous devenez inconscient, ou si votre tour se termine et que vous n'avez pas attaqué une créature hostile ou avez subit des dégâts depuis votre précédent tour. Vous pouvez également mettre fin à votre rage durant votre tour par une action bonus.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Attaque téméraire", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"Lorsque vous effectuez la première attaque de votre tour, vous pouvez décider d'effectuer une Attaque téméraire. Vous obtenez ainsi un avantage aux jets d'attaque d'arme de corps à corps utilisant la Force durant ce tour, mais les attaques effectuées contre vous ont également l'avantage jusqu'à votre prochain tour de jeu.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Rage implacable", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"votre rage vous permet de continuer à combattre en dépit des graves blessures qui vous affectent. Si vous tombez à 0 point de vie pendant votre rage et que vous ne mourrez pas sur le coup, vous pouvez faire un jet de sauvegarde de Constitution DD 10. Si vous le réussissez, vous retournez immédiatement à 1 point de vie.\nChaque fois que vous utilisez cette capacité après la première, le DD augmente de 5. Quand vous terminez un repos court ou long le DD retombe à 10.", - "CLASS_FEATURE_RELIABLE_TALENT":"Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"Les compétences que vous avez choisies sont si affinées qu'elles approchent la perfection. Chaque fois que vous faites un jet de caractéristique qui vous permet d'ajouter votre bonus de maîtrise, vous pouvez traiter un résultat au dé de 9 ou moins comme un 10.", - "CLASS_FEATURE_SECOND_WIND":"Second souffle", - "CLASS_FEATURE_SECOND_WIND_TEXT":"À votre tour vous pouvez utiliser une action bonus pour regagner des points de vie.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Sorts de signature", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"Vous gagnez la maîtrise de deux sorts puissants et pouvez les jeter avec peu d'effort. Choisissez deux sorts de magicien de niveau 3 de votre grimoire comme sorts de signature. Ces sorts sont toujours préparés, ils ne comptent pas dans le nombre de sorts que vous avez préparé, et vous pouvez jeter chacun d'eux une fois au niveau 3 sans dépenser un emplacement de sort. Une fois un sort lancé de cette manière, vous devez terminer un repos court ou long pour pouvoir le lancer de nouveau.\nSi vous voulez lancer un de ces sorts à un niveau supérieur, vous devez dépenser un emplacement de sort, de manière normale.", - "CLASS_FEATURE_SLIPPERY_MIND":"Esprit insaisissable", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"Vous avez acquis une plus grande force mentale. Vous gagnez la maîtrise aux jets de sauvegarde de Sagesse.", - "CLASS_FEATURE_SLOW_FALL":"Chute ralentie", - "CLASS_FEATURE_SLOW_FALL_TEXT":"vous pouvez utiliser votre réaction lorsque vous tombez pour réduire les dégâts consécutifs à une chute de [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Attaque sournoise", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"vous savez comment trouver et exploiter subtilement la distraction d'un ennemi. Une fois par tour, vous pouvez infliger des dégâts supplémentaires à une créature que vous réussissez à toucher avec un avantage au jet d'attaque. L'attaque doit utiliser une arme de finesse ou une arme à distance.\nVous n'avez pas besoin d'avoir l'avantage au jet d'attaque si un autre ennemi de la cible est à 1,50 mètre ou moins de celle-ci, que cet ennemi n'est pas incapable d'agir, et que vous n'avez pas un désavantage au jet d'attaque.", - "CLASS_FEATURE_SONG_OF_REST":"Chant de repos", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"Vous pouvez utiliser de la musique ou une oraison apaisante lors d'un repos court pour aider à revitaliser vos alliés blessés. Si vous ou toute créature amie qui peut entendre votre représentation récupérez des points de vie à la fin d'un repos court, chacune de ces créatures récupère dse points de vie supplémentaires.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Restauration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"Vous regagnez 4 points de sorcellerie dépensés chaque fois que vous terminez un repos court.", - "CLASS_FEATURE_SORCERY_POINTS":"Points de sorcellerie", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"Vos points de sorcellerie sont utiliser pour alimenter vos capacités de métamagie.\nVous pouvez également utiliser des points de sorcellerie pour gagner des emplacements de sort additionnels, ou sacrifier des emplacements pour gagner des points de sorcellerie.", - "CLASS_FEATURE_SPELL_MASTERY":"Maîtrise des sorts", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"Vous avez atteint une telle maîtrise sur certains sorts que vous pouvez les jeter à volonté. Choisissez un sort de magicien de niveau 1 et un sort de magicien de niveau 2 de votre grimoire. Vous pouvez lancer ces sorts à leur niveau le plus bas sans dépenser un emplacement de sort lorsque vous les avez préparés. Si vous voulez lancer l'un de ses sorts à un niveau supérieur, vous devez dépenser un emplacement de sort, de manière normale.\nEn passant 8 heures à étudier, vous pouvez échanger l'un ou les deux sorts que vous avez choisis par d'autres sorts de même niveau.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Pas aérien", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l'action Se Désengager ou l'action Courir via une action bonus au cours de votre tour, de plus votre distance de saut est doublée pour le tour.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Immobilité de l'esprit", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"Vous pouvez utiliser votre action pour mettre fin à un effet qui vous affecte et vous inflige la condition charmé ou effrayé.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Coup de chance", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"Vous avez un talent surnaturel pour réussir quand vous en avez besoin. Si votre attaque échoue contre une cible à portée, vous pouvez transformer l'échec en succès. Ou bien si vous échouez à un jet de caractéristique, vous pouvez traiter le résultat du d20 comme un 20.", - "CLASS_FEATURE_STUNNING_STRIKE":"Frappe étourdissante", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"ou est étourdi jusqu'à la fin de mon prochain tour", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"Vous pouvez perturber le flux du ki du corps de votre adversaire. Lorsque vous touchez une autre créature lors d'une attaque d'arme de corps à corps, vous pouvez dépenser 1 point ki pour tenter d'effectuer une frappe étourdissante.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Inspiration supérieure", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"Quand vous jetez l'initiative et n'avez plus d'Inspiration bardique, vous regagnez une utilisation.", - "CLASS_FEATURE_THIEVES_CANT":"Jargon des voleurs", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"Au cours de votre formation de roublard, vous avez appris le jargon des voleurs, un mélange secret de dialecte, de jargon et de codes, qui vous permet de cacher des messages dans une conversation apparemment normale. Seule une autre créature qui connaît le jargon des voleurs comprend ces messages. Il faut quatre fois plus de temps pour transmettre un tel message qu'il ne le faudrait pour transmettre la même idée clairement.\nEn outre, vous comprenez un ensemble de signes et de symboles secrets utilisés pour transmettre des messages courts et simples, comme pour indiquer qu'une zone est dangereuse ou qu'elle fait partie du territoire d'une guilde des voleurs, qu'un butin est à proximité, ou que les gens d'une région sont des proies faciles ou qu'ils fourniront une maison sûre pour des voleurs en fuite.", - "CLASS_FEATURE_TIMELESS_BODY":"Éternelle jeunesse", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"La magie primordiale qui vous parcourt ralentit le vieillissement de votre corps. Vous ne prenez qu'un an d'âge toutes les dix années écoulées.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Votre ki vous sustente, ce qui fait que vous ne souffrez plus des affres de la vieillesse, et vous ne pouvez plus être vieilli par magie. Vous pouvez cependant toujours mourir de vieillesse. Enfin, vous n'avez plus besoin de manger ni de boire.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Langue du soleil et de la lune", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"Vous apprenez à entrer en contact avec le ki d'autres consciences, ce qui vous permet de comprendre toutes les langues parlées. De plus, toute créature qui peut comprendre un langage peut comprendre ce que vous dites.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Défense sans armure", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"Tant que vous ne portez pas d'armure, votre classe d'armure est égale à 10 + votre modificateur de Dextérité + votre modificateur de Constitution. Vous pouvez utiliser un bouclier et en gagner les avantages.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Tant que vous n'êtes équipé ni d'une armure, ni d'un bouclier, votre CA est égale à 10 + votre modificateur de Dextérité + votre modificateur de Sagesse.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Mouvement sans armure", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Votre vitesse augmente de UNARMORED_MOVEMENT_FEET feet tant que vous n'êtes équipé ni d'une armure, ni d'un bouclier.\nAu niveau 9, vous gagnez la capacité de vous déplacer, durant votre tour, le long de parois verticales et à la surface des liquides sans que vous ne tombiez au cours de votre mouvement.", - "CLASS_FEATURE_UNCANNY_DODGE":"Esquive", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"Quand un attaquant que vous pouvez voir vous touche avec une attaque, vous pouvez utiliser votre réaction pour réduire de moitié les dégâts de l'attaque contre vous.", - "CLASS_FEATURE_VANISH":"Disparition", - "CLASS_FEATURE_VANISH_TEXT":"Vous pouvez utiliser l’action Se cacher en tant qu'action bonus à votre tour. En outre, vous ne pouvez pas être suivi par des moyens non magiques, sauf si vous choisissez de laisser des traces.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Emplacement de sort du sorcier", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Sorts lancés au niveau maximum.", - "CLASS_FEATURE_WILD_SHAPE":"Forme animale", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":" et qui n'a pas de vitesse de vol", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":" et qui n'a ni vitesse de vol, ni vitesse de nage", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"Vous pouvez utiliser votre action pour prendre par magie la forme d'une bête que vous avez déjà vue auparavant. Vous pouvez vous transformez en une bète qui a un facteur de puissance de CHALLENGE_RATING ou moinsLIMITATIONS.\nVous pouvez rester en forme animale pendant WILD_SHAPE_HOURS[moitié de votre niveau de druide(arrondi inférieur)]]] heures. Une fois le temps écoulé, vous reprenez votre forme normale à moins que vous ne dépensiez une nouvelle utilisation de cette capacité. Vous pouvez également revenir plus tôt à votre forme normale en utilisant votre action lors de votre tour de jeu. Vous revenez automatiquement à votre forme normale si vous tombez inconscient, si vous tombez à 0 point de vie ou si vous mourrez.\nTant que vous êtes transformé, les règles suivantes s'appliquent :\n•Vos statistiques de jeu sont remplacées par celles de la bête, mais vous conservez votre alignement, votre personnalité et vos valeurs de Charisme, Intelligence et Sagesse. Vous conservez également vos maîtrises de jets de sauvegarde et de compétences, en plus de gagner celles de la créature. Si la créature a les mêmes maîtrises que vous et que son bonus dans ce bloc de statistique est supérieur au vôtre, utilisez son bonus. Si la créature possède des actions légendaires ou des actions de repaire, vous ne pouvez pas les utiliser.\n•Quand vous vous transformez, vous endossez également les points de vie de la bête et ses dés de vie. Lorsque vous reprenez votre forme vous récupérez le nombre de points de vie que vous aviez avant votre transformation. De plus, si vous vous retransformez parce que vous êtes tombé à 0 point de vie, tous les dégâts supplémentaires sont encaissés par les points de vie de votre forme normale. Par exemple, si vous subissez 10 points de dégâts sous forme animale alors que vous n'aviez plus qu'un point de vie, vous retournez à votre forme normale et encaissez 9 points de dégâts. Tant que ces dégâts résiduels ne font pas tomber les points de vie de votre forme normale à 0, vous ne sombrez pas dans l'inconscience.\n•Vous ne pouvez pas lancer de sorts, et votre capacité à parler ou effectuer toute action qui nécessite des mains est limitée aux possibilités qu'offre votre forme animale. Toutefois, vous transformer ne brise pas votre concentration sur un sort que vous aviez déjà lancé, ni ne vous empêche d'utiliser une action pour rediriger un sort, comme le sort appel de la foudre, que vous auriez déjà lancé.\n•Vous conservez les bénéfices de toutes vos capacités de classe, de race, ou de n'importe quelle autre origine, et vous pouvez les utiliser si vous en êtes physiquement capable. Cependant, vous ne pouvez pas utiliser de sens spéciaux, comme la vision dans le noir, sauf si votre forme animale les possède également.\n•Vous choisissez si votre équipement tombe sur le sol, fusionne avec votre nouvelle forme ou est porté par votre nouvelle forme. L'équipement porté fonctionne correctement, mais le MD décide pour chaque pièce d'équipement s'il est possible pour votre nouvelle forme de la porter, en fonction de la morphologie et de la taille de la bête. Votre équipement ne change pas de taille ou de forme pour s'adapter à votre nouvelle forme, et tout l'équipement que la nouvelle forme ne peut pas porter tombe sur le sol ou fusionne avec vous. L'équipement qui fusionne avec la nouvelle forme n'a aucun effet tant que vous restez sous cette forme.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Niveaux de classe", "CLERIC":"Clerc", "CLIMB":"Vitesse d'escalade", + "CLOSE":"Fermer", "COINAGE":"Monnaie", "COINS_CP":"PC", "COINS_EP":"PE", "COINS_GP":"PO", "COINS_PP":"PP", "COINS_SP":"PA", - "COIN_CONVERSION_GP_PER_CP":"Cuivre par Or (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum par Or (2)", - "COIN_CONVERSION_GP_PER_PP":"Or par Platine (10)", - "COIN_CONVERSION_GP_PER_SP":"Argent par Or (10)", + "COIN_CONVERSION_GP_PER_CP":"Cuivre par Or", + "COIN_CONVERSION_GP_PER_EP":"Electrum par Or", + "COIN_CONVERSION_GP_PER_PP":"Or par Platine", + "COIN_CONVERSION_GP_PER_SP":"Argent par Or", "COLD":"froid", "COLOR":"Couleur", "COMPONENTS":"Composantes", @@ -331,51 +406,82 @@ "CON":"Con", "CONC":"Conc", "CONCENTRATION":"Concentration", - "CONCENTRATION_UP_TO_10_MINUTES":"up to 10 minute", - "CONCENTRATION_UP_TO_12_HOURS":"up to 12 hours", - "CONCENTRATION_UP_TO_1_HOUR":"up to 1 hour", - "CONCENTRATION_UP_TO_1_MINUTE":"up to 1 minute", - "CONCENTRATION_UP_TO_1_ROUND":"up to 1 round", - "CONCENTRATION_UP_TO_24_HOURS":"up to 24 hours", - "CONCENTRATION_UP_TO_2_HOURS":"up to 2 hours", - "CONCENTRATION_UP_TO_6_ROUNDS":"up to 6 rounds", - "CONCENTRATION_UP_TO_8_HOURS":"up to 8 hours", + "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, jusqu'à 10 minutes", + "CONCENTRATION_UP_TO_12_HOURS":"Concentration, jusqu'à 12 heures", + "CONCENTRATION_UP_TO_1_HOUR":"Concentration, jusqu'à 1 heure", + "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, jusqu'à 1 minute", + "CONCENTRATION_UP_TO_1_ROUND":"Concentration, jusqu'à 1 round", + "CONCENTRATION_UP_TO_24_HOURS":"Concentration, jusqu'à 24 heures", + "CONCENTRATION_UP_TO_2_HOURS":"Concentration, jusqu'à 2 heures", + "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, jusqu'à 6 rounds", + "CONCENTRATION_UP_TO_8_HOURS":"Concentration, jusqu'à 8 heures", "CONDENSE":"Condensé", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Immunité aux conditions", "CONJURATION":"Invocation", "CONSTITUTION":"Constitution", "CONTENT":"Contenu", + "CONTRACT":"Réduire", "COPPER_PIECES":"Pièces de cuivre", "CORE":"Base", + "COST":"Coût", + "COSTS_2_ACTIONS":"Coûte 2 Actions", + "COSTS_3_ACTIONS":"Coûte 3 Actions", + "CREATE_CLASS_FEATURES":"Créer des traits de classe", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Sélectionner une ou plusieurs autres catégories et crit pour avoir cette attache apparaitre uniquement lors d'un jet critique dans cette (ces) catégorie(s). Cela ne fonctionnera pas avec Entrée supplémentaire.", - "CRIT_DAMAGE_TOOLTIP":"Détermine les dégâts à rajouter en plus des dégâts de base lors d'un jet critique.", "CRIT_RANGE":"Coup Crit", "CURRENT":"Actuel", "CUSTOM":"Perso.", + "CUSTOM_CLASSES":"Classe Perso.", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Valeur de l'or personnalisée", - "CUSTOM_NAME":"Nom perso", "DAMAGE":"Dégâts", "DAMAGE_IMMUNITIES":"Immunité aux dégâts", "DAMAGE_RESISTANCES":"Résistance aux dégâts", "DAMAGE_VULNERABILITIES":"Vulnérabilité aux dégâts", "DARKVISION":"Vision dans le noir", "DC":"DD", + "DEAFENED":"Assourdi", "DEATH":"Mort", "DEATH_SAVES":"Sauvegarde contre la mort", "DEATH_SAVING_THROW":"Sauv contre la mort", "DEATH_SAVING_THROWS":"Sauv contre la mort", "DECEPTION":"Tromperie", - "DEFAULT_ABILITY":"Carac par défaut", - "DEFAULT_ABILITY_TOOLTIP":"Ceci ajoutera automatiquement la caractéristique pour déterminer le DD de sauvegarde lors de l'importation d'un sort ou d'une attaque. Si \"Ajoutez la carac de lancement de sort\" est également activé sur l'objet importé, la caractéristique de dégâts ou de soins changera en conséquence.", "DEX":"Dex", "DEXTERITY":"Dextérité", "DICE":"Dés", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Dé", "DISADVANTAGE":"Désavantage", + "DISPLAY":"Affichage", + "DISPLAY_AUDITORY":"Auditif", + "DISPLAY_AUDITORY_MATERIAL":"Auditif, Materiel", + "DISPLAY_AUDITORY_MENTAL":"Auditif, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditif, Mental, Olfactif", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditif, Mental, Visuel", + "DISPLAY_AUDITORY_OLFACTORY":"Auditif, Olfactif", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditif, Olfactif, Materiel", + "DISPLAY_AUDITORY_VISUAL":"Auditif, Visuel", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditif, Visuel, Materiel", + "DISPLAY_MATERIAL":"Materiel", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Materiel", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactif", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactif, Visuel", + "DISPLAY_MENTAL_VISUAL":"Mental, Visuel", + "DISPLAY_OLFACTORY":"Olfactif", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactif, Materiel", + "DISPLAY_OLFACTORY_VISUAL":"Olfactif, Visuel", "DISPLAY_TEXT":"Texte affiché", + "DISPLAY_VISUAL":"Visuel", + "DISPLAY_VISUAL_MATERIAL":"Visuel, Materiel", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Ne pas envoyer", "DRAGON":"Dragon", "DRUID":"Druide", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantement", "ENCUMBERED":"Encombré", "ENCUMBERED_HEAVILY":"L. Encombré", + "ENCUMBRANCE_MULTIPLIER":"Multiplicateur d'Emcombrement", + "ENGINEERING":"Ingénierie", "EQUIPMENT":"Équipement", "EVERY":"chaque", "EVOCATION":"Evocation", + "EXHAUSTION":"Epuisement", "EXHAUSTION_LEVEL":"Niveau d'épuisement", "EXHAUSTION_LEVEL_1":"Désavantage aux jets de caractéristiques", "EXHAUSTION_LEVEL_2":"Vitesse diminuée de moitié", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Points de vie maximums diminués de moitié", "EXHAUSTION_LEVEL_5":"Vitesse réduite à 0", "EXHAUSTION_LEVEL_6":"Mort", + "EXPAND":"Etendre", "EXPERIENCE_POINTS":"Points d'Expérience", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise en tant qu'avantage pour l'importation", "EXPLODE":"explosion", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Yeux", "FAILURES":"Échecs", + "FEATS":"Feats", "FEATURES":"Capacités spéciales", "FEATURES_AND_TRAITS":"Traits Raciaux & Capacités", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Champ", "FIGHTER":"Guerrier", "FILTERS":"Filtres", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"feu", "FLAT_HEAL":"Bonus soin", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Entrée supplémentaire", "FREETEXT":"Texte supplémentaire", + "FRIGHTENED":"Effrayé", "GARGANTUAN":"Gargantuan", "GENDER":"Sexe", "GENERATE_SKILLS":"Générer", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Pièces d'or", + "GRAPPLED":"Agrippé", "HAIR":"Cheveux", "HALFLING_LUCK":"Chance (Half)", "HALF_DAMAGE":"moitié dégâts", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Soins", "HEAL_FOR":"Soigne", "HEAVY_ARMOR":"Armure Lourde", "HEIGHT":"Taille", + "HIDE":"Masquer", "HIDE_INFO":"Masquer info", "HIDE_INFO_ABILITY_CHECKS":"Masquer jets de carac", "HIDE_INFO_ATTACK":"Masquer attaque", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Masquer Coûts", "HIDE_INFO_DAMAGE":"Masquer dégâts", "HIDE_INFO_EFFECT":"Masquer effets", "HIDE_INFO_FREETEXT":"Masquer teste supp.", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Masquer DD de sauvegarde", "HIDE_INFO_SAVING_THROW_FAILURE":"Masquer échec au jet de sauvegarde", "HIDE_INFO_SAVING_THROW_SUCCESS":"Masquer succes au jet de sauvegarde", - "HIDE_INFO_SPELL_CONTENT":"Masquer contenu des sorts", "HIGHER_LEVEL":"Niveau Sup", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"Histoire", + "HIT":"Hit", "HIT_DICE":"Dés de vie", "HIT_POINTS":"Points de vie", "HIT_POINTS_ROLLED":"Points de vie jetés", "HIT_POINTS_TEMP":"PV Temp", "HIT_POINTS_TEMPORARY":"Points de vie temporaires", + "HON":"Hon", + "HONOR":"Honneur", "HOUSERULES":"Règles maison", "HOVER":"Plane", "HUGE":"Très Grande", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"Si la cible est", "ILLUSION":"Illusion", "IMPORT":"Importer", + "INCAPACITATED":"Incapable d'agir", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Carac. d'initiative", - "INITIATIVE_BONUS":"Bonus initiative", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Sorts innés", + "INNATE_SPELLCASTING_NO_MATERIAL":"sans avoir besoin de composantes matérielles", + "INNATE_SPELLCASTING_ONLY_VERBAL":"en nécessitant uniquement la composante verbale", + "INNATE_SPELLCASTING_TEXT_1":"Le", + "INNATE_SPELLCASTING_TEXT_2":" a pour charactéristique de lancement de Sorts inné le", + "INNATE_SPELLCASTING_TEXT_3":"peut lancer de manière innée les sorts suivants,", "INSIGHT":"Intuition", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Inspirations multiple", "INSTANTANEOUS":"Instantané", "INSTANTANEOUS_OR_1_HOUR":"Instantané ou 1 heure", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Touche-à-tout", + "KI":"Ki", + "KILOGRAMS":"Kilogrammes", + "KNOWN":"Known", "LAIR_ACTIONS":"Actions de repaire", "LANGUAGES":"Langues", "LARGE":"Grande", @@ -483,18 +630,27 @@ "LEVELS":"niveaux", "LIGHTNING":"foudre", "LIGHT_ARMOR":"Armure Légère", + "LIMIT":"Limite", + "LONGER":"Plus long", + "LONGSWORD":"Longsword", "LONG_REST":"Rep. Long", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Unités de mesure", "MEDICINE":"Médecine", "MEDIUM":"Moyenne", "MEDIUM_ARMOR":"Armure Intermédiaire", "MEDIUM_ARMOR_MAX_DEX":"Bonus dex max
(armure intermédaire)", "MELEE":"Mêlée", - "MELEE_WEAPON":"Arme de mêlée (lancer)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Mètres", + "METERS_ABBREVIATION":"m.", "MISC":"Autre", "MISCELLANEOUS":"Divers", "MISCELLANEOUS_NOTES":"Notes diverses", + "MOD":"mod", "MONK":"Moine", "MOVEMENT":"Mouvement", "MULTIPLIER":"Multiplicateur", @@ -504,74 +660,125 @@ "NECROTIC":"nécrotique", "NO":"Non", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"PNJ", "ONE_CREATURE":"une créature", + "ONE_TARGET":"one target", "OR":"ou", "OTHER":"Autre", "OTHER_ARMOR":"Autre type d'Armure", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Maîtrises & Langues", "OTHER_TYPE":"Autre (Zone, Cône, Ligne)", "OUTPUT":"Affichage", "PALADIN":"Paladin", + "PARALYZED":"Paralysé", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Carac passive", + "PASSIVE_SKILLS":"Compétence passive", "PC":"PJ", "PERCEPTION":"Perception", "PERFORMANCE":"Représentation", "PERSONALITY_TRAITS":"Traits de personnalité", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"Par utilisaton", + "PETRIFIED":"Pétrifié", "PIERCING":"perforant", "PLATINUM_PIECES":"Pièces de platine", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Point d'origine", "POISON":"poison", + "POISONED":"Empoisonné", + "POUNDS":"Pounds", "PREPARED":"Préparé", + "PREPARED_MATTERS":"Sorts prép. important", + "PROCESSING_CLOSE_MESSAGE":"Si l'image bouge à une vitesse normale et si la fiche de perso est fluide, vous pouvez :", + "PROCESSING_MESSAGE":"Pendant que la fiche de personnage se met à jour, ne pas fermer la fenêtre.", + "PROCESSING_TITLE":"Mise à jour en cours", "PROF":"Maît", "PROFICIENCIES":"Maîtrises", "PROFICIENCY_BONUS":"Bonus de maîtrise", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Maîtrise", - "PSYCHIC":"psychique", + "PRONE":"À terre", + "PSION":"Psion", + "PSIONICS":"Psioniques", + "PSIONICS_FULL":"Psionic Complet (Psion)", + "PSIONICS_HALF":"Psionic Demi (Soulknife)", + "PSIONICS_THIRD":"Psionic Tier (Cryptic)", + "PSI_LIMIT":"Limite Psi", + "PSI_POINTS":"Points Psi", + "PSYCHIC":"Psychique", "PUBLIC_FOR_ALL":"Public", "QTY":"Qté", "QUERY":"Varie", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Rapide", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Portée", "RANGED":"Tir", - "RANGED_WEAPON":"Attaque à distance", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Rôdeur", + "RANGERUA":"Ranger UA (2016)", "REACH":"Allonge", "REACTION":"Réaction", "REACTIONS":"Réactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharge après un Repos Long", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharge après un Repos Court ou Long", + "REDUCED_MAX":"Max réduit", + "REDUCED_MAX_HIT_POINTS":"Max réduit", "REF":"Réf", "REFLEX":"Réflexe", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Effets régionaux", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Athlète remarquable", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"Cette fonctionnalité nécessite l'usage de l'API", "RESISTANCES_AND_IMMUNITIES":"Résistances & Immunités", "RESOURCES":"Resources", + "RESTRAINED":"Entravé", "RESTS":"Repos", "RITUAL":"Rituel", "ROGUE":"Roublard", "ROLL_2":"2 Jets", "ROLL_OPTIONS":"Option de jet", "ROLL_TEMPLATE":"Affichage des jets", + "SAN":"San", + "SANITY":"Santé mentale", "SAVE":"Sauvegarde", + "SAVE_DC":"DD Jet de Sauv.", "SAVE_FAILURE":"Échec", "SAVE_SUCCESS":"Réussite", - "SAVING_DC":"DD de sauv", + "SAVING_DC":"DD de Sauv", "SAVING_THROW":"Jet de sauv", "SAVING_THROWS":"Jets de sauvegarde", "SAVING_THROWS_QUERY":"Jets de sauvegarde (popup)", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"DD jet de sauv", + "SECOND_DAMAGE":"Second damage", "SENSES":"Sens", "SHEET":"Affichage", "SHEET_OUTPUT":"Option d'affichage", + "SHEET_SETTING":"Paramètres", "SHIELD":"Bouclier", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Rep. Court", "SHOW_ALL":"Tout voir", - "SHOW_PASSIVE":"Voir passif", "SHOW_RESTS":"Voir repos", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Voir niveau si tout les emplacements sont utilisés", "SHOW_TARGET_AC_ON_ATTACKS":"CA de la cible sur les jets d'attaque", @@ -582,15 +789,16 @@ "SIZE":"Catégorie de taille", "SKILL":"Compétence", "SKILLS":"Compétences", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Maîtrise", - "SKILL_SELECT_UNPROFICIENT":"—   Non Maîtrisée", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Peau", "SLASHING":"tranchant", "SLEIGHTOFHAND":"Escamotage", + "SLOTS":"Emplacements", "SMALL":"Petite", "SOCIETY":"Society", "SORCERER":"Ensorceleur", + "SORCERY_POINTS":"Points de Sorcellerie", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Cible", "SPECIAL":"Spécial", @@ -599,50 +807,67 @@ "SPELL":"Sort", "SPELLCASTING":"Lancement de sort", "SPELLCASTING_LEVEL":"Niveau de lanceur de sort", + "SPELLCASTING_TEXT_1":"Le", + "SPELLCASTING_TEXT_2":"est un lanceur de sorts de", + "SPELLCASTING_TEXT_3":". Sa caractéristique pour lancer des sorts est ", + "SPELLCASTING_TEXT_4":"a préparé les sorts de", + "SPELLCASTING_TEXT_5":"suivants", "SPELLS":"Sorts", + "SPELLS_ON_CORE":"Sorts sur la page principale", + "SPELLS_TAB":"Onglet Sorts", + "SPELL_ATTACK":"Attaque de sort", "SPELL_LEVEL":"Niveau du sort", "SPELL_MUST_HAVE":"Soirts doivent avoir", - "SPELL_POINTS":"Points", - "SPELL_POINTS_TITLE":"Points de sort", + "SPELL_POINTS":"Points de sort", + "SPELL_SAVE_DC":"DD de Sauv. de sort", + "SPELL_SAVING_THROW":"Jet de Sauv. de sort", "SPELL_SLOTS":"Emplacem.", "SPELL_SLOTS_TITLE":"Emplacement de sort", + "SPELL_TO_HIT":"pour toucher avec une attaque de sort", "STATBLOCK":"Bloc de stats", "STEALTH":"Discrétion", "STR":"For", "STRENGTH":"Force", "STR_13":"For 13", "STR_15":"For 15", + "STUNNED":"Étourdi", "SUCCESSES":"Réussites", + "SUMMONER":"Invocateur", "SURVIVAL":"Survie", "SWIM":"Vitesse de nage", "TARGET":"Cible", "TARGET_TO_SOURCE":"Cible → Source", + "TEMP":"Temp", "TEXT_SIZE":"Taille de texte", "THUNDER":"tonnerre", "TINY":"Très Petite", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total en pièces d'or", + "TO_HIT":"to hit", "TO_TRACKER":"Envoyer au \"Turn Order\"", "TRACKER":"Turn Order", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Perception des vibrations", "TRUESIGHT":"Vision véritable", + "TURN":"Turn", "TURN_OFF_FILTERING":"Décochez \"filtres\" si vous ne voyez pas les sorts récement créés", "TYPE":"Type", - "UNARMORED":"Pas une armure", + "UNARMORED":"Sans armure", + "UNCONSCIOUS":"Inconscient", "UNPROFICIENT":"Non Maîtrisée", "UNTIL_DISPELLED":"jusqu'à dissipation", "UNTIL_DISPELLED_OR_TRIGGERED":"jusqu'à dissipation ou déclenchement", - "USED":"Utilisé", "USES":"Charges", "USE_CUSTOM_SAVING_THROWS":"Jets de sauvegarde personnalisés", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"contre démons ou mort-vivants", "WARLOCK":"Sorcier", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Emplacement de sort (Sorcier)", "WEIGHT":"Poids", + "WEIGHT_PER_COIN":"Poid par pièce", "WHISPERED_TO_GM":"Chuchoter au MJ", "WILL":"Volonté", "WIS":"Sag", diff --git a/5eShaped/translations/he.json b/5eShaped/translations/he.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/he.json +++ b/5eShaped/translations/he.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/it.json b/5eShaped/translations/it.json index 364c0a0a1f..9dc5aa605e 100644 --- a/5eShaped/translations/it.json +++ b/5eShaped/translations/it.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 giorni", "10_MINUTES":"10 minuti", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 ore", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1°", "1ST_LEVEL":"1st-level", "1_ACTION":"1 azione", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minuto", "1_REACTION":"1 reazione", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 ore", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2°", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 giorni", "3RD":"3°", "3RD_LEVEL":"3rd-level", @@ -33,7 +55,7 @@ "ABILITY":"Caratteristica", "ABILITY_CHECK":"Prova di caratteristica", "ABILITY_CHECKS":"Prove di caratteristica", - "ABILITY_CHECKS_QUERY":"Query prove di caratteristica", + "ABILITY_CHECKS_QUERY":"Ability checks query", "ABILITY_SCORES":"Punteggi di caratteristica", "ABJURATION":"Abiurazione", "AC":"CA", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armatura e senza armatura", "ARMOR_CLASS":"Classe armatura", "ARROWS":"Frecce", + "ARTIFICER":"Artificer (2017)", "AS":"come", "ATHLETICS":"Atletica", "ATK":"ATT", "ATTACHERS":"Aggiunte", "ATTACK":"Attacco", "ATTACKS":"Attacchi", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Ripristina (s)vantaggio automaticamente", "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbaro", "BARD":"Bardo", "BASE_DC":"Base DC", "BIG":"Grande", "BITE":"Morso", + "BLINDED":"Blinded", "BLINDSIGHT":"Vista cieca", "BLIND_BEYOND":"Cieco oltre", "BLUDGEONING":"contundente", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Nome del personaggio", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nome del personaggio nei template di tiro", "CHARISMA":"Carisma", + "CHARMED":"Charmed", "CHECK":"Prova", "CHECK_BONUS":"Bonus alla prova", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Classe", "CLASS_AND_LEVEL":"Classe e livello", "CLASS_AND_LEVEL_PLACEHOLDER":"Generati dopo aver aggiunto una classe nella tab \"Personaggio\"", - "CLASS_FEATURE_ACTION_SURGE":"Slancio d'azione", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"Durante il tuo turno puoi eseguire un'altra azione dopo la tua azione normale e la tua azione bonus.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Recupero arcano", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"Hai imparato a recuperare parte della tua energia arcana studiando il tuo libro di incantesimi. Una volta al giorno al termine di un riposo breve, puoi scegliere degli slot incantesimo da recuperare. Gli slot possono essere di un livello cumulativo di [[round(@{wizard_level} \/ 2)]] (metà del tuo livello da mago, arrotondato per eccesso), ma nessuno degli slot può essere di VI livello o superiore.\nAd esempio, se sei un mago di quarto livello, puoi recuperare fino a due livelli di slot incantesimi. Puoi recuperare uno slot di secondo livello o due slot di primo livello.", - "CLASS_FEATURE_ARCHDRUID":"Arcidruido", - "CLASS_FEATURE_ARCHDRUID_TEXT":"Puoi usare la tua Forma Selvatica un numero illimitato di volte.\nIn aggiunta, puoi ignorare le componenti verbali e somatiche dei tuoi incantesimi da druido, così come qualsiasi componente materiale che non abbia costo né che sia consumata da un incantesimo. Ricevi questo benefit sia nella tua forma normale che nella tua forma animale da Forma Selvatica.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura di coraggio", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"Tu e le creature tue alleate entro AURA_RANGE metri da te non potete essere spaventati mentre sono coscienti.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura di protezione", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Ogni volta che tu o una creatura alleata entro AURA_RANGE metri da te deve fare un tiro salvezza, ricevete un bonus al tiro salvezza pari a [[@{charisma_mod}]] (con un bonus minimo di +1). Devi essere cosciente per dare questo bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Ispirazione bardica", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"Puoi ispirare gli altri usando musica o parole stimolanti. Per farlo, usi un'azione bonus durante il tuo turno per scegliere un'altra creatura che sia entro 18 metri da te che sia in grado di sentirti. Questa creatura riceve un dado di Ispirazione bardica, un d6.\nEntro i prossimi 10 minuti, la creatura può tirare una volta il dado e aggiugerne il risultato a una prova di abilità, un tiro per colpire o un tiro salvezza che esegue. La creatura può decidere di usare il dado di Ispirazione bardica anche dopo aver visto il risultato del d20, ma prima che il DM abbia annunciato il successo o il fallimento del tiro. Una volta che il dado di Ispirazione bardica è stato usato, è perso. Una creatura può avere un solo dado di Ispirazione bardica per volta.", - "CLASS_FEATURE_BEAST_SPELLS":"Incantesimi bestiali", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"Puoi lanciare molti dei tuoi incantesimi da druido in qualunque forma tu assuma usando Forma selvatica. Puoi eseguire le componenti verbali e somatiche di un incantesimo da druido mentre sei in forma selvatica, ma non puoi fornire le componenti materiali.", - "CLASS_FEATURE_BLINDSENSE":"Vista cieca", - "CLASS_FEATURE_BLINDSENSE_TEXT":"Se sei in grado di sentire, riesci a percepire la posizione di ogni creatura nascosta o invisibile entro 3 metri da te.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Critico brutale", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"Puoi tirare un dado aggiuntivo per il danno da arma quando si determinano i danni extra causati da un colpo critico con un'arma da mischia. \nQuesto valore sale a due dadi aggiunti al livello 13 e a tre dadi aggiuntivi al livello 17.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Incanalare divinità", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"Hai l'abilità di incanalare energia divina direttamente dalla tua divinità, usando questa energia per alimentare effetti magici. All'inizio puoi usare due di questi effetti: Scacciare Non Morti e un effetto determinato dal tuo dominio. Alcuni domini ti forniscono effetti aggiuntivi avanzando di livello, come specificato nella descrizione del dominio.", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Il tuo giuramento ti permette di incanalare energia divina per alimentare effetti magici. Ogni opzione di Incanalare divinità fornita dal tuo giuramento ne spiega il funzionamento.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Scacciare Non Morti (Incanalare divinità)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"Usando un'azione, mostri il tuo simbolo sacro e reciti una preghiera che condanni i non morti. Ogni non morto che ti può vedere o sentire entro 9 metri da te deve eseguire un tiro salvezza sulla Saggezza. Se la creatura fallisce il tiro salvezza, è scacciata per 1 minuto o finché non subisce danno.\nUna creatura scacciata deve usare il suo turno a cercare di allontanarsi da te il più possibile e non può muoversi di propria volontà in uno spazio che sia entro 9 metri da te. In aggiunta non può usare reazioni. Può usare la sua azione per Scattare o per provare a liberarsi da un effetto che le impedisca di muoversi. Se non può muoversi, la creatura può usare l'azione Schivare.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"Se un non morto fallisce il suo tiro salvezza contro la tua capacità di Scacciare Non Morti è distrutto istantaneamente se il suo grado di sfida è CHALLENGE_RATING o meno.", - "CLASS_FEATURE_CLEANSING_TOUCH":"Tocco purificatore", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"Puoi usare la tua azione per porre termine ad un incantesimo su di te o una creatura consenziente con cui sei in contatto.", - "CLASS_FEATURE_COUNTERCHARM":"Controaffascinare", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"Ottieni l'abilità di usare le note musicali o le parole di potere per distruggere gli effetti di influenza mentale. Con un'azione, puoi iniziare un'esibizione che dura fino al termine del tuo prossimo turno. Per tutta la durata, tu, e qualsiasi creatura amica entro 9 metri da te, avete vantaggio sui tiri salvezza vs. l’esser spaventati o affascinati. Per ottenere questo beneficio, una creatura ti deve poter udire. L'esibizione termina prima qualora tu fossi reso inabile o silenziato o se gli poni fine volontariamente (non c'è bisogno di alcuna azione).", - "CLASS_FEATURE_CUNNING_ACTION":"Azione astuta", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Pensiero rapido e grande coordinazione ti permettono di muoverti e agire velocemente. Puoi effettuare un'azione bonus durante ciascun turno di combattimento per effettuare le azioni Disimpegnarsi, Nascondersi o Scattare.", - "CLASS_FEATURE_DANGER_SENSE":"Senso del pericolo", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"Hai vantaggio sui tiri salvezza di Destrezza contro effetti che puoi vedere, come trappole e incantesimi. Per ottenere questo beneficio, non devi essere accecato, assordato né inabile.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deviare proiettili", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"Puoi usare la tua reazione per deviare o afferrare un proiettile quando sei colpito da un attacco da arma a distanza. Facendolo, il danno che ricevi dall'attacco è ridotto di [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nSe il danno viene ridotto a 0, puoi afferrare il proiettile se è abbastanza piccolo perché tu lo possa reggere in una mano e hai almeno una mano libera. Se afferri un proiettile in questo modo, puoi spendere 1 punto ki per effettuare un attacco a distanza con l'arma o pezzo di munizione che hai appena afferrato, come parte della stessa reazione. Effettui questo attacco applicando il bonus di competenza, quali che siano le tue competenze nelle armi, e il proiettile, per questo attacco, viene considerato un'arma da monaco. L'attacco ha gittata 6\/18 metri.", - "CLASS_FEATURE_DIAMOND_SOUL":"Anima adamantina", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"La tua maestria del ki ti conferisce la competenza in tutti i tiri salvezza. Inoltre, ogni qualvolta effettui un tiro salvezza e fallisci, puoi spendere 1 punto ki per ritirarlo e tenere il secondo risultato.", - "CLASS_FEATURE_DIVINE_HEALTH":"Salute divina", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"La magia divina che ti fluisce attraverso ti rende immune alle malattie.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Intervento divino", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"Puoi invocare la tua divinità perché intervenga in tuo favore nel momento del bisogno.\nImplorare l'aiuto della tua divinità richiede l'uso di un'azione. Descrivi l'assistenza di cui hai bisogno e tira un dado percentuale. Se il risultato è uguale o minore al tuo livello, la tua divinità interviene. Il DM sceglie la natura dell'intervento; l'effetto di un qualunque incantesimo da chierico o di un dominio potrebbe essere appropriato.\nSe la tua divinità interviene, non puoi usare questa capacità per 7 giorni. Altrimenti, la puoi usare di nuovo una volta che hai terminato un riposo lungo.\nAl livello 20, la tua richiesta di intervento riesce automaticamente senza bisogno di tirare dadi.", - "CLASS_FEATURE_DIVINE_SENSE":"Percezione divina", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"Con un'azione puoi espandere la tua consapevolezza per individuare le forze del bene e del male. Fino al termine del tuo prossimo turno, conosci la posizione di qualsiasi celestiale, immondo o non morto che si trovi entro 18 metri da te e che non sia dietro copertura totale. Riconosci il tipo (celestiale, immondo o non morto) di qualsiasi creatura di cui avverti la presenza, ma non la sua esatta identità. All'interno della stessa gittata, puoi anche individuare la presenza di qualsiasi luogo o oggetto che sia stato consacrato o dissacrato, come per l'incantesimo venerare.", - "CLASS_FEATURE_DIVINE_SMITE":"Punizione divina", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"Quando colpisci una creatura con un attacco con arma da mischia, puoi spendere uno slot incantesimo per infliggere danno radiante extra al bersaglio in aggiunta al danno dell'arma. Il danno aggiuntivo è 2d8 per uno slot incantesimo di 1° livello, più 1d8 per ogni livello dell'incantesimo sopra al 1°, massimo 5d8. Il danno aumenta di 1d8 se il bersaglio è un non morto o un immondo.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Invocazioni arcane", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"Nel tuo studio del sapere occulto, hai scoperto delle invocazioni arcane, frammenti di conoscenze proibite che ti forniscono un'abilità magica duratura.\nConosci NUMBER_OF_INVOCATIONS_KNOWN invocazioni arcane.\nInoltre, quando ottieni un livello in questa classe, puoi scegliere una delle invocazioni da te conosciute e rimpiazzarla con un'altra invocazione che puoi imparare a quel livello.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Maestro dell'arcano", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"Puoi attingere alla tua riserva interiore di potere mistico mentre supplichi il tuo patrono per recuperare gli slot incantesimo spesi. Puoi passare 1 minuto a supplicare l'aiuto del tuo patrono per recuperare tutti gli slot incantesimo spesi tramite il tuo privilegio Magia del Patto.", - "CLASS_FEATURE_ELUSIVE":"Sfuggente", - "CLASS_FEATURE_ELUSIVE_TEXT":"Sei così sfuggente che raramente chi ti attacca riesce ad avere la meglio su di te. Non puoi essere attaccato con vantaggio a meno che tu non sia incapacitato.", - "CLASS_FEATURE_EMPTY_BODY":"Corpo vuoto", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"Puoi usare la tua azione per spendere 4 punti ki e diventare invisibile per 1 minuto. Durante questo tempo hai anche resistenza a tutti i danni, tranne quelli da forza.\nIn aggiunta, puoi spendere 8 punti ki per lanciare l'incantesimo Proiezione astrale senza aver bisogno di componenti materiali. Facendo questo non puoi portare altre creature con te.", - "CLASS_FEATURE_EVASION":"Evasione", - "CLASS_FEATURE_EVASION_TEXT":"La tua agilità istintiva ti permette di schivare alcuni effetti ad area, come il soffio di fulmini di un drago blu o un incantesimo di Palla di fuoco. Quando sei soggetto a un effetto che ti permette di fare un tiro salvezza sulla Destrezza per dimezzare i danni, non subisci danni se riesci nel tiro salvezza e dimezzi i danni se lo fallisci.", - "CLASS_FEATURE_EXPERTISE":"Perizia", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Scegli due delle tue competenze nelle abilità, il tuo bonus di competenza è raddoppiato per ogni prova di caratteristica che esegui in una delle due competenze scelte.\nAl livello 10, puoi scegliere altre due competenze che guadagnano questo beneficio.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Scegli due delle tue competenze nelle abilità, o una delle tue competenze nelle abilità e la tua competenza con gli attrezzi da ladro. Il tuo bonus di competenza è raddoppiato per ogni prova di caratteristica che esegui in una delle due competenze scelte.\nAl livello 6, puoi scegliere due ulteriori competenze (nelle abilità o negli attrezzi da ladro) che guadagnano questo beneficio.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Attacco extra", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"quattro volte", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Puoi attaccare NUMBER_OF_TIMES invece di una quando usi la tua azione di attacco nel tuo turno.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"tre volte", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"due volte", - "CLASS_FEATURE_FAST_MOVEMENT":"Movimento veloce", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"La tua velocità aumenta di 3 m se non indossi un'armatura pesante.", - "CLASS_FEATURE_FAVORED_ENEMY":"Nemico preferito", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"Hai sviluppato una considerevole esperienza nello studiare, seguire, cacciare e anche comunicare con un certo tipo di nemico.\nScegli un tipo di nemico preferito: aberrazioni, animali, celestiali, costrutti, draghi, elementali, fatati, giganti, immondi, melme, mostruosità, non morti o piante. Alternativamente puoi scegliere due razze di umanoidi (come gnoll e orchi) come nemici preferiti.\nHai vantaggio nei tiri di Saggezza (Sopravvivenza) per seguire le tracce dei tuoi nemici preferiti, così come nelle prove di Intelligenza per ricordarti di informazioni su di loro.\nQuando ottieni questa capacità, impari inoltre una lingua a tua scelta tra quelle parlate dai tuoi nemici preferiti, se sono in grado di parlare.\nScegli un nemico preferito aggiuntivo e una lingua a lui associato ai livelli 6 e 14. Salendo di livello, le tue scelte dovrebbero riflettere i tipi di mostri incontrati nelle tue avventure.", - "CLASS_FEATURE_FERAL_INSTINCT":"Istinto selvatico", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"I tuoi istinti sono così affinati che hai vantaggio ai tiri di iniziativa.\nInoltre, se sei sorpreso all'inizio del combattimento e non sei incapacitato, puoi agire normalmente durante il tuo primo turno, ma solo se entri in ira prima di fare qualsiasi altra cosa in quel turno.", - "CLASS_FEATURE_FERAL_SENSES":"Sensi selvatici", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"Sviluppi dei sensi soprannaturali che ti aiutano a combattere le creature che non puoi vedere. Quando attacchi una creatura che non puoi vedere, la tua incapacità di vedere non comporta svantaggio ai tiri di attacco contro di essa.\nSei anche consapevole della posizione di qualsiasi creatura invisibile entro 9 metri da te, purché la creatura non sia nascosta a te, e tu non sia accecato o assordato.", - "CLASS_FEATURE_FIGHTING_STYLE":"Stile di combattimento", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Arciere, Difesa, Duello, Combattere con armi grosse, Protezione o Combattere con due armi.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Difesa, Duello, Combattere con armi grosse o Protezione.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Arciere, Difesa, Duello, Combattere o Combattere con due armi.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"Come tua specializzazione adotti un particolare stile di combattimento. Scegli una delle seguenti opzioni. Non puoi acquisire più di una volta lo stesso Stile di combattimento, anche se in seguito ottieni una nuova scelta.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Incantare flessibile", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creare Slot di Incantesimi. Puoi trasformare punti stregoneria non spesi in un incantesimo come azione bonus durante il tuo turno. Non puoi creare slot che siano superiori al 5° livello. Ogni slot che crei usando questa capacità svanisce dopo un riposo lungo.\nSlot Incantesimo Costo Punti Stregoneria\n1° 2\n 2° 3\n 3° 5\n 4° 6\n 5° 7\nConvertire uno Slot Incantesimo in Punti Stregoneria. Come azione bonus durante il tuo turno, puoi spendere uno slot incantesimo per guadagnare un numero di Punti Stregoneria pari al livello dello slot.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Raffica di colpi", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediatamente dopo aver effettuato l'azione Attaccare durante il tuo turno, puoi spendere 1 punto ki per effettuare due colpi di attacco senza armi come azione bonus.", - "CLASS_FEATURE_FOE_SLAYER":"Sterminatore di nemici", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"Diventi un insuperabile cacciatore dei tuoi nemici. Una volta durante ciascun tuo turno, puoi sommare il tuo modificatore di Saggezza al tiro di attacco o al tiro di danno di un attacco effettuato contro uno dei tuoi nemici preferiti. Puoi scegliere di usare questo privilegio prima o dopo il tiro, ma prima che qualsiasi risultato del tiro venga applicato.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Nascondersi in piena vista", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"Puoi spendere 1 minuto per mimetizzarti. Devi avere accesso a fango fresco, terriccio, piante e fuliggine e altri materiali naturali con i quali creare il tuo camuffamento.\nUna volta mimetizzato in questo modo, puoi cercare di nasconderti appiattendoti contro una superficie solida, come un albero o un muro, che sia larga e alta almeno quanto te. Ottieni un bonus di +10 alle prove di Destrezza (Furtività) finché rimani fermo senza muoverti o effettuare azioni. Una volta che ti muovi o effettui un'azione o una reazione, ti devi mimetizzare di nuovo per ottenere questo beneficio.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Punizione divina migliorata", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"Ogni qualvolta colpisci una creatura con un'arma da mischia, la creatura subisce 1d8 danni radianti aggiuntivi. Se usi la tua Punizione divina assieme a un attacco, somma questo danno al danno aggiuntivo della Punizione divina.", - "CLASS_FEATURE_INDOMITABLE":"Indomabile", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Forza indomabile", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"Se il totale di una tua prova di Forza è inferiore al tuo punteggio di Forza, puoi usare il tuo punteggio di Forza al posto del risultato della prova.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"Puoi ritirare un tiro salvezza che fallisci. Se lo fai, devi usare il nuovo risultato.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Tuttofare", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"Puoi sommare metà del tuo bonus di competenza, arrotondato per difetto, a qualsiasi prova di abilità che effettui e che non includa già il tuo bonus di competenza.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Colpi potenziati dal ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"I tuoi colpi senz'armi sono considerati magici al fine di superare la resistenza e le immunità agli attacchi non magici e al danno.", - "CLASS_FEATURE_KI_TEXT":"Il tuo addestramento ti permette di manipolare l'energia mistica detta ki. Il tuo accesso a questa energia viene rappresentato da un numero di punti ki.\nPuoi spendere questi punti per alimentare vari privilegi derivati dal ki. Inizi conoscendo tre di questi privilegi: Difesa paziente, Passo del vento e Raffica di colpi. Apprenderai altre capacità del ki con l'aumentare dei tuoi livelli in questa classe.\nQuando spendi un punto ki, esso resterà inutilizzabile fino al termine di un riposo breve o lungo, al termine del quale ripristinerai tutto il ki speso. Devi passare almeno 30 minuti di riposo a meditare per recuperare i tuoi punti ki.", - "CLASS_FEATURE_LANDS_STRIDE":"Falcata terrena", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Muoversi attraverso terreno difficile non magico non ti costa più movimento aggiuntivo. Puoi attraversare le piante non magiche senza esserne rallentato e senza subire danni da esse, se presentano spine, spuntoni o simili pericoli.\nInoltre, hai vantaggio ai tiri salvezza contro piante che sono state create o manipolate magicamente per impedire il movimento, come quelle create dall'incantesimo Impigliare.", - "CLASS_FEATURE_LAY_ON_HANDS":"Imposizione delle mani", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Il tuo tocco benedetto può curare una creatura. Con un'azione, puoi ripristinare i punti ferita di una creatura con cui sei in contatto\nIn alternativa, puoi spendere 5 punti dalla tua riserva di guarigione per curare il bersaglio di una malattia o neutralizzare un veleno che lo affligge. Puoi curare più malattie e neutralizzare più veleni con una singola Imposizione delle mani, spendendo i punti ferita separatamente per ogni malanno.\nQuesto privilegio non ha effetto su non morti o costrutti.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Segreti magici", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"Hai ormai saccheggiato il sapere magico di un ampio spettro di discipline. Scegli due incantesimi di qualsiasi classe, compresa questa. Gli incantesimi scelti devono essere di un livello di cui possiedi slot incantesimo, come mostrato sulla tabella del Bardo, o un trucchetto.\nGli incantesimi scelti sono considerati incantesimi da bardo e sono inclusi nel valore della colonna Incantesimi Conosciuti sulla tabella del Bardo.\nApprendi due ulteriori incantesimi di qualsiasi classe al 14° livello, e di nuovo al 18° livello.", - "CLASS_FEATURE_MARTIAL_ARTS":"Arti marziali", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Esperto di arti marziali, usi stili di combattimento con colpi senz'armi e armi da monaco, cioè le spade corte e qualsiasi arma semplice che non abbia le proprietà a due mani o pesante.\nQuando non hai armi o impugni solo armi da monaco, se non indossi armature o impugnando scudi, guadagni i seguenti benefici:\n•Puoi usare la Destrezza invece della Forza per i tiri di attacco e di danno dei tuoi colpi senz'armi e le tue armi da monaco.\n•Puoi tirare un d4 invece del normale danno del tuo colpo senz'armi o arma da monaco. Il dado cambia col tuo aumentare di livello da monaco.\n•Quando usi l'azione di attacco con un colpo senz'armi o un'arma da monaco, puoi effettuare un colpo senz'armi come azione bonus. Ad esempio, se effettui l'azione di attacco e attacchi con un bastone da combattimento, puoi effettuare anche un colpo senz'armi come azione bonus, purché tu non abbia già effettuato un'azione bonus durante quel turno.\nCerti stili di arti marziali impiegano forme specializzate delle armi da monaco. Ad esempio, potresti usare un randello composto da due pezzi di legno connessi da una catena (detto nunchaku), o un falcetto munito di una lama più corta e diritta (detto kama). Quale che sia il nome dato alla tua arma da monaco, usa le statistiche delle armi nel Manuale del Giocatore.", - "CLASS_FEATURE_METAMAGIC":"Metamagia", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Incantesimo attento", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"Quando esegui un incantesimo che forza un'altra creatura ad effettuare un tiro salvezza, puoi proteggere alcune creature dal pieno impatto dell'incantesimo. Per farlo, spendi 1 punto stregoneria e scegli un numero di creature pari a [[@{charisma_mod}]] (minimo una creatura). Una creatura così scelta riesce automaticamente il suo tiro salvezza contro l'incantesimo.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Incantesimo distante", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"Quando esegui un incantesimo che ha portata di 1,5 metri o superiore, puoi spendere 1 punto stregoneria per raddoppiare la portata di quell'incantesimo.\nQuando esegui un incantesimo con portata: contatto, puoi spendere 1 punto stregoneria per trasformare la portata dell'incantesimo in 9 metri.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Incantesimo potenziato", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"Quando tiri il danno per un incantesimo, puoi spendere 1 punto stregoneria per ritirare un numero di dadi fino a un massimo di [[@{charisma_mod}]] (minimo un dado). Devi usare il nuovo risultato.\nPuoi usare Incantesimo Potenziato anche se hai già usato una diversa opzione di Metamagia durante l'esecuzione dell'incantesimo.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Incantesimo esteso", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"Quando esegui un incantesimo che ha durata 1 minuto o superiore, puoi spendere 1 punto stregoneria per raddoppiarne la durata, fino ad una durata massima di 24 ore.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Incantesimo intensificato", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"Quando esegui un incantesimo che obbliga una creatura a effettuare un tiro salvezza per resisterne agli effetti, puoi spendere 3 punti stregoneria per dare a un bersaglio dell'incantesimo svantaggio al suo primo tiro salvezza effettuato contro l'incantesimo.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Incantesimo rapido", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"Quando esegui un incantesimo con tempo di esecuzione 1 azione, puoi spendere 2 punti stregoneria per cambiare, per quella esecuzione, il tempo di esecuzione in 1 azione bonus.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Incantesimo impercettibile", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"Quando esegui un incantesimo, puoi spendere 1 punto stregoneria per eseguirlo senza componenti somatiche o componenti verbali.", - "CLASS_FEATURE_METAMAGIC_TEXT":"Ottieni l'abilità di plasmare i tuoi incantesimi secondo le tue necessità. Ottieni due delle seguenti opzioni di Metamagia di tua scelta. Ne ottieni un'altra al 10° e 17° livello.\nPuoi usare una sola opzione di Metamagia su di un incantesimo da te eseguito, a meno che non sia indicato altrimenti.\nIncantesimo Attento, Incantesimo Distante, Incantesimo Esteso, Incantesimo Gemellato, Incantesimo Impercettibile, Incantesimo Intensificato, Incantesimo Potenziato, Incantesimo Rapido.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Incantesimo gemellato", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"Quando esegui un incantesimo che ha come bersaglio una sola creatura e non ha una portata personale, puoi spendere un numero di punti stregoneria pari al livello dell'incantesimo (1 punto stregoneria se l'incantesimo è un trucchetto) per aggiungere come bersaglio dello stesso incantesimo una seconda creatura a portata.\nPer avere effetto, l'incantesimo non deve essere in grado di colpire più di una creatura al suo attuale livello di incantesimo. Ad esempio, Dardo incantato e Raggio rovente non sono ammessi, ma Raggio di gelo e Sfera cromatica lo sono.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Arcanum mistico", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Il tuo patrono ti rivela un segreto magico detto arcanum. Scegli un incantesimo di 6° livello dalla lista degli incantesimi del warlock come arcanum.\nPuoi eseguire il tuo incantesimo arcanum una volta senza spendere slot incantesimo. Devi terminare un riposo lungo prima di poter usare di nuovo questa capacità.\nAi livelli più alti, ricevi altri incantesimi da warlock che possono essere eseguiti in questa maniera: un incantesimo di 7° livello al 13° livello, un incantesimo di 8° livello al 15° livello e un incantesimo di 9° livello al 17° livello. Recuperi tutti gli usi del tuo Arcanum mistico quando termini un riposo lungo.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Esploratore naturale", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"Hai particolare familiarità con un tipo di ambiente naturale e sei esperto nel viaggiare e sopravvivere in questa regione. Scegli un tipo di terreno preferito: artico, costa, deserto, foresta, montagna, palude, pianure o l'Underdark. Quando effettui una prova di Intelligenza o Saggezza collegata al tuo terreno preferito, il tuo bonus di competenza viene raddoppiato se stai usando un'abilità in cui sei competente.\nMentre viaggi per un'ora o più sul tuo terreno preferito, ottieni i seguenti benefici:\n•Il terreno difficile non rallenta il movimento del tuo gruppo.\n•Il tuo gruppo non può perdersi se non grazie alla magia.\n•Anche quando sei impegnato in un'altra attività durante il viaggio (come foraggiare, navigare o seguire tracce), sei sempre allerta dei pericoli.\n•Se sei da solo puoi muoverti furtivamente tenendo un'andatura normale.\n•Quando foraggi, trovi il doppio del cibo che troveresti normalmente.\n•Mentre segui le tracce di altre creature ne apprendi anche il numero esatto, la taglia e quanto tempo sia trascorso dal loro passaggio.\nScegli un ulteriore terreno preferito al 6° e al 10° livello.", - "CLASS_FEATURE_PACT_BOON":"Beneficio del patto", - "CLASS_FEATURE_PACT_BOON_TEXT":"Il tuo patrono ultraterreno ti conferisce un dono per il tuo leale servizio. Ottieni uno dei seguenti privilegi a tua scelta.\nPatto della Catena\nPatto della Lama\nPatto del Tomo", - "CLASS_FEATURE_PATIENT_DEFENSE":"Difesa paziente", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"Puoi spendere 1 punto ki per usare l'azione Schivare come azione bonus durante il tuo turno.", - "CLASS_FEATURE_PERFECT_SELF":"Perfezione interiore", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"Quando tiri per l'iniziativa e non hai punti ki rimasti, guadagni 4 punti ki.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Ira persistente", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"La tua ira è così feroce che termina precocemente solo se cadi senza sensi o se scegli di terminarla.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Campione primordiale", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"Incarni il potere delle terre selvagge. I tuoi punteggi di Forza e Costituzione aumentano di 4. Il tuo massimo per questi punteggi diventa 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Consapevolezza primordiale", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"Puoi usare la tua azione e spendere uno slot incantesimo da Ranger per concentrare la tua consapevolezza sulla regione circostante. Per 1 minuto per livello dello slot incantesimo speso, puoi percepire se le seguenti creature siano presenti entro 1,5 km da te (o entro 10 km se sei nel tuo terreno preferito): aberrazioni, celestiali, draghi, elementali, fatati, immondi e non morti. Questo privilegio non rivela la posizione o il numero delle creature.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purezza del corpo", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"La tua padronanza del ki che scorre dentro di te ti rende immune alle malattie e al veleno.", - "CLASS_FEATURE_RAGE":"Ira", - "CLASS_FEATURE_RAGE_TEXT":"Durante il tuo turno, puoi entrare in ira con un'azione bonus. Mentre sei in ira, se non stai indossando armature pesanti, ottieni i seguenti benefici:\n•Hai vantaggio alle prove di Forza e ai tiri salvezza sulla Forza.\n•Quando effettui un attacco con arma da mischia usando la Forza, aggiungi RAGE_DAMAGE al tiro per i danni.\n•Hai resistenza ai danni contundenti, perforanti e taglienti.\nSe sei capace di eseguire incantesimi, mentre sei in ira non puoi eseguirli né concentrarti su di essi.\nLa tua ira dura 1 minuto. Termina precocemente se perdi i sensi o se il tuo turno termina e non hai attaccato alcuna creatura ostile né hai subito danni dal tuo ultimo turno. Puoi anche decidere di terminare l'ira durante il tuo turno con un'azione bonus.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Attacco sconsiderato", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"Quando effettui il tuo primo attacco del tuo turno, puoi decidere se effettuare un attacco incauto. Farlo ti dà vantaggio ai tiri di attacco con armi da mischia che usano la Forza durante questo turno, ma i tiri di attacco contro di te hanno vantaggio fino al tuo prossimo turno.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Ira implacabile", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"La tua ira può farti continuare a combattere nonostante le ferite più gravi. Se scendi a 0 punti ferita mentre sei in ira, e non muori sul colpo, puoi effettuare un tiro salvezza di Costituzione CD [[10]]. Se lo superi, torni invece a 1 punto ferita.\nOgni volta che usi questo privilegio dopo la prima, la CD aumenta di 5. Al termine di un riposo breve o lungo, la CD riparte da 10.", - "CLASS_FEATURE_RELIABLE_TALENT":"Talento affidabile", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"Hai affinato le tue qualifiche prescelte quasi alla perfezione. Ogni volta che devi compiere una prova di caratteristica che ti permette di sommare il tuo bonus di competenza, puoi trattare il risultato di 9 o meno su un d20 come fosse 10.", - "CLASS_FEATURE_SECOND_WIND":"Rifiatare", - "CLASS_FEATURE_SECOND_WIND_TEXT":"Durante il tuo turno, puoi usare un'azione bonus per recuperare punti ferita.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Incantesimi distintivi", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"Ottieni la padronanza di due potenti incantesimi e li puoi eseguire con pochi sforzi. Scegli due incantesimi da mago di 3° livello contenuti nel tuo libro degli incantesimi come incantesimi distintivi. Questi incantesimi sono sempre preparati, non sono conteggiati nel numero di incantesimi preparati, e puoi eseguire ciascuno di essi una volta al 3° livello senza spendere uno slot incantesimo. Dopo averlo fatto, non potrai riutilizzarli in questa maniera prima di aver terminato un riposo breve o lungo.\nSe vuoi eseguire uno di questi incantesimi ad un livello più alto, devi spendere uno slot incantesimo come di norma.", - "CLASS_FEATURE_SLIPPERY_MIND":"Mente sfuggente", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"Ricevi competenza nei tiri salvezza sulla Saggezza.", - "CLASS_FEATURE_SLOW_FALL":"Caduta lenta", - "CLASS_FEATURE_SLOW_FALL_TEXT":"Puoi usare la tua reazione quando cadi per ridurre qualsiasi danno da caduta subito di [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Attacco furtivo", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"Sai colpire con precisione e sfruttare la distrazione di un nemico. Una volta per turno, puoi infliggere danni extra a una creatura che colpisci con un attacco se hai vantaggio sul tiro per colpire. L'attacco deve essere effettuato con un'arma di precisione o a distanza.\nNon hai bisogno di avere vantaggio nel tiro per colpire se un altro nemico del bersaglio è entro 1,5m da lui, a patto che questo nemico non sia incapacitato e che tu non abbia svantaggio sul tiro.", - "CLASS_FEATURE_SONG_OF_REST":"Canzone del riposo", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"Puoi usare una dolce musica o l'oratoria per aiutare i tuoi alleati feriti a riprendersi durante un riposo breve. Se tu o qualsiasi creatura amica che possa udire la tua esibizione spendete uno più Dadi Vita al termine di un riposo breve, ciascuno di voi recupera 1d6 punti ferita aggiuntivi.\nI punti ferita recuperati aumentano quando raggiungi determinati livelli di questa classe: a 1d8 al 9° livello, a 1d10 al 13° livello, a 1d12 al 17° livello.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Ripristino stregonesco", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"Recuperi 4 punti stregoneria usati ogni volta che termini un riposo breve.", - "CLASS_FEATURE_SORCERY_POINTS":"Punti stregoneria", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"Puoi usare i tuoi punti stregoneria per ottenere slot incantesimi aggiuntivi o sacrificare slot incantesimo per ottenere punti stregoneria aggiuntivi.", - "CLASS_FEATURE_SPELL_MASTERY":"Padronanza degli incantesimi", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"Hai ottenuto una tale padronanza di certi incantesimi da poterli eseguire a volontà. Scegli un incantesimo da mago di 1° livello e un incantesimo da mago di 2° livello che sono nel tuo libro degli incantesimi. Dopo averli preparati, puoi eseguire questi incantesimi al loro livello più basso senza spendere slot incantesimo. Se vuoi eseguire uno di questi incantesimi ad un livello più alto, devi spendere uno slot incantesimo come di norma.\nPassando 8 ore a studiare, puoi scambiare uno o entrambi gli incantesimi da te scelti per incantesimi diversi dello stesso livello.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Passo del vento", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"Puoi spendere 1 punto ki per usare l'azione Disimpegnarsi o Scattare come azione bonus durante il tuo turno, inoltre la distanza di salto è raddoppiata per il turno.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Quiete mentale", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"Puoi usare la tua azione per terminare un effetto su di te che ti stia causando l'effetto affascinato o spaventato.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Colpo di fortuna", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"Hai una prodigiosa predisposizione per riuscire nel momento del bisogno. Se il tuo attacco manca un bersaglio entro la portata o il raggio di azione, puoi trasformarlo in un attacco riuscito. In alternativa, se fallisci una prova di abilità, puoi trattare il risultato del d20 come se fosse 20.", - "CLASS_FEATURE_STUNNING_STRIKE":"Colpo stordente", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"o restare stordito fino al termine del tuo prossimo turno", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"Puoi interferire con il flusso del ki nel corpo di un avversario. Quando colpisci un'altra creatura con un attacco con arma da mischia, puoi spendere 1 punto ki per tentare un colpo stordente. Il bersaglio deve riuscire un tiro salvezza di Costituzione o restare stordito fino al termine del tuo prossimo turno.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Ispirazione superiore", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"Se tiri per l'iniziativa e non hai più utilizzi di Ispirazione bardica rimasti, ne recuperi uno.", - "CLASS_FEATURE_THIEVES_CANT":"Gergo da ladri", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"Durante il tuo addestramento hai appreso il gergo dei ladri, una miscela segreta di dialetti, gergo e codici che ti permettono di nascondere dei messaggi in conversazioni apparentemente normali. Solo un'altra creatura che conosca il gergo dei ladri può comprendere questi messaggi. Ci vuole il quadruplo del tempo per trasmettere un simile messaggio rispetto alla normale conversazione.\nInoltre, comprendi una serie di segni e simboli segreti impiegati per inviare messaggi semplici e brevi, per identificare un'area come pericolosa o territorio della gilda dei ladri, se c'è del bottino nelle vicinanze, o se le persone del luogo sono facili prede o possano fornire un rifugio ad un ladro in fuga.", - "CLASS_FEATURE_TIMELESS_BODY":"Corpo senza tempo", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"La magia primordiale che possiedi fa sì che il tuo corpo invecchi più lentamente. Per ogni decina di anni che passa, il tuo corpo invecchia solo di 1.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Il tuo ki ti dà sostentamento e non soffri della fragilità della vecchiaia, né puoi essere invecchiato magicamente. Puoi comunque morire di vecchiaia. Inoltre, non hai più bisogno di cibo né acqua.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Lingua del Sole e della Luna", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"Hai imparato a toccare il ki di altre menti e comprendi tutte le lingue parlate. Inoltre, ogni creatura che può capire almeno una lingua comprende quello che dici.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Difesa senza armatura", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"Se non indossi alcuna armatura, la tua Classe Armatura equivale a 10 + il tuo modificatore di Destrezza + il tuo modificatore di Costituzione. Puoi usare uno scudo e comunque beneficiare di questa capacità.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Se non indossi armatura e non imbracci uno scudo, la tua CA equivale a 10 + il tuo modificatore di Destrezza + il tuo modificatore di Saggezza.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Movimento senza armatura", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"La tua velocità aumenta di UNARMORED_MOVEMENT_FEET metri se non indossi un'armatura o imbracci uno scudo. Questo bonus aumenta quando raggiungi determinati livelli da monaco.\nAl 9° livello, ottieni la capacità di muoverti lungo superfici verticali e sopra liquidi nel tuo turno senza cadere durante il movimento.", - "CLASS_FEATURE_UNCANNY_DODGE":"Schivata prodigiosa", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"Quando un attaccante che sei in grado di vedere ti colpisce con un attacco, puoi usare la tua reazione per dimezzare il danno dell'attacco effettuato contro di te.", - "CLASS_FEATURE_VANISH":"Svanire", - "CLASS_FEATURE_VANISH_TEXT":"Puoi usare l'azione Nascondersi come azione bonus durante il tuo turno. Inoltre, le tue tracce, a meno che tu non decida di lasciarne, non possono essere rilevate se non con mezzi magici.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Slot incantesimo Warlock", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Incantesimi lanciati al massimo livello.", - "CLASS_FEATURE_WILD_SHAPE":"Forma selvatica", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":" e che non abbia una velocità di volare", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":" e che non abbia una velocità di volare né di nuotare", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"Puoi usare la tua azione per assumere magicamente la forma di una bestia che hai già visto in precedenza. Puoi trasformarti in una qualsiasi bestia che abbia un grado di sfida pari a CHALLENGE_RATING o inferioreLIMITATIONS.\nPuoi restare in forma selvatica per ore pari a metà del tuo livello da druido. Dopodiché ritorni alla tua forma normale a meno che tu non spenda un altro utilizzo di questa capacità. Puoi ritornare alla tua forma normale precocemente usando un'azione bonus durante il tuo turno. Ritorni automaticamente alla tua forma normale se cadi privo di sensi, se scendi a 0 punti ferita o se muori.\nMentre sei trasformato si applicano le seguenti regole:\n•Le tue caratteristiche vengono sostituite da quelle della forma che assumi, fatta eccezione per allineamento, personalità e punteggi di Intelligenza, Saggezza e Carisma. Mantieni anche tutte le competenze nei tiri salvezza e nelle abilità e in aggiunta guadagni quelle della creatura. Se la creatura ha una tua stessa competenza ma il suo punteggio è maggiore del tuo, usa quello della creatura al posto del tuo. Se la creatura ha azioni leggendarie o della tana non le puoi usare.\n•Quando ti trasformi, assumi i punti ferita e i Dadi Vita della bestia. Quando torni alla tua forma normale, ritorni al totale di punti ferita che avevi prima della trasformazione. Se però ritorni alla tua forma normale come conseguenza di essere sceso a 0 punti ferita, gli eventuali danni in eccesso vengono applicati alla tua forma normale. Fintantoché i danni in eccesso non riducono la tua forma normale a 0 punti ferita non perdi i sensi.\n•Non puoi lanciare incantesimi e la tua capacità di parlare o usare un'azione che richieda le tue mani è limitata alle capacità della forma selvatica. Trasformarsi non interrompe la concentrazione di un incantesimo che hai già lanciato, né ti impedisce di usare azioni che siano parti di un incantesimo che hai già lanciato, come nel caso di Chiamare fulmini.\n•Mantieni i benefit di ogni capacità di classe, razza o altra origine e puoi usarli se la tua nuova forma è fisicamente capace di farlo. Non puoi però usare sensi speciali, come Scurovisione, a meno che la tua nuova forma non abbia anch'essa quella capacità sensoriale.\n•Puoi scegliere se il tuo equipaggiamento cada a terra nel tuo spazio, se si fonda nella tua nuova forma o se venga indossato da essa. L'equipaggiamento indossato funziona normalmente, ma il DM decide se è pratico per la nuova forma usare dell'equipaggiamento, basandosi sulla forma e la taglia della creatura. Il tuo equipaggiamento non cambia taglia o forma per accomodare la nuova forma e ogni pezzo di equipaggiamento che la nuova forma non può indossare deve cadere a terra o essere inglobato in essa. L'equipaggiamento che viene inglobato non ha effetto finché non lasci la forma.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Livelli di classe", "CLERIC":"Chierico", "CLIMB":"Scalare", + "CLOSE":"Close", "COINAGE":"Denaro", "COINS_CP":"MR", "COINS_EP":"ME", "COINS_GP":"MO", "COINS_PP":"MP", "COINS_SP":"MA", - "COIN_CONVERSION_GP_PER_CP":"Rame per Oro (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Oro (2)", - "COIN_CONVERSION_GP_PER_PP":"Oro per Platino(10)", - "COIN_CONVERSION_GP_PER_SP":"Argento per Oro(10)", + "COIN_CONVERSION_GP_PER_CP":"Rame per Oro", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Oro", + "COIN_CONVERSION_GP_PER_PP":"Oro per Platino", + "COIN_CONVERSION_GP_PER_SP":"Argento per Oro", "COLD":"freddo", "COLOR":"Colore", "COMPONENTS":"Componenti", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"fino a 6 round", "CONCENTRATION_UP_TO_8_HOURS":"fino a 8 ore", "CONDENSE":"Riduci", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Immunità alle condizioni", "CONJURATION":"Invocazione", "CONSTITUTION":"Costituzione", "CONTENT":"Contenuto", + "CONTRACT":"Contract", "COPPER_PIECES":"Monete di rame", "CORE":"Base", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit.", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Seleziona una o più categorie e critici ulteriori per mostrare questo messaggio solo quando si verifica un critico in quella categoria. Non funziona per Freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determina il danno da tirare per un critico. Danno normale da arma non è incluso.", "CRIT_RANGE":"Minaccia Crit.", "CURRENT":"Attuale", "CUSTOM":"Personalizzato", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Valori d'oro personalizzati", - "CUSTOM_NAME":"Nome personalizzato", "DAMAGE":"Danno", "DAMAGE_IMMUNITIES":"Immunità ai danni", "DAMAGE_RESISTANCES":"Resistenze ai danni", "DAMAGE_VULNERABILITIES":"Vulnerabilità ai danni", "DARKVISION":"Scurovisione", "DC":"CD", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"TS vs Morte", "DEATH_SAVING_THROW":"Tiro salvezza vs morte", "DEATH_SAVING_THROWS":"Tiri salvezza vs morte", "DECEPTION":"Raggirare", - "DEFAULT_ABILITY":"Caratt. default", - "DEFAULT_ABILITY_TOOLTIP":"Stabilisce la caratteristica per i CD dei tiri salvezza quando si importa un incantesimo o un attacco. Se anche \"Agg. Modificatore Incantesimi\" è settato sull'oggetto importato, sarà applicato anche alla caratteristica per i danni e per curare.", "DEX":"Des", "DEXTERITY":"Destrezza", "DICE":"Dadi", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Dado", "DISADVANTAGE":"Svantaggio", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Testo", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divinazione", "DMG":"DANNI", + "DOCUMENTATION":"Documentation", "DONT":"No", "DRAGON":"Drago", "DRUID":"Druido", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Ammaliamento", "ENCUMBERED":"Sovraccarico", "ENCUMBERED_HEAVILY":"Sovraccarico+", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipagg.", "EVERY":"ogni", "EVOCATION":"Evocazione", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Livello di sfinimento", "EXHAUSTION_LEVEL_1":"Svantaggio alle prove di caratteristica", "EXHAUSTION_LEVEL_2":"Velocità dimezzata", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Punti ferita massimi dimezzati", "EXHAUSTION_LEVEL_5":"Velocità ridotta a 0", "EXHAUSTION_LEVEL_6":"Morte", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Punti esperienza", "EXPERTISE":"Perizia", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extra", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Occhi", "FAILURES":"Fallimenti", + "FEATS":"Feats", "FEATURES":"Caratteristiche", "FEATURES_AND_TRAITS":"Caratteristiche e tratti", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Campo", "FIGHTER":"Guerriero", "FILTERS":"Filtri", + "FIN":"Fin", "FINESSE":"Finezza", "FIRE":"fuoco", "FLAT_HEAL":"Cura base", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Testo", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Sesso", "GENERATE_SKILLS":"Genera abilità", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Monete d'oro", + "GRAPPLED":"Grappled", "HAIR":"Capelli", "HALFLING_LUCK":"Fortuna halfling", "HALF_DAMAGE":"metà danni", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Cura", "HEAL_FOR":"Cura di", "HEAVY_ARMOR":"Armatura pesante", "HEIGHT":"Altezza", + "HIDE":"Hide", "HIDE_INFO":"Nascondi info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Nasc. attacco", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Nasc. danni", "HIDE_INFO_EFFECT":"Nasc. effetto", "HIDE_INFO_FREETEXT":"Nasc. testo", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Nasc. CD tiro salvezza", "HIDE_INFO_SAVING_THROW_FAILURE":"Nasc. fallimento tiro salvezza", "HIDE_INFO_SAVING_THROW_SUCCESS":"Nasc. successo tiro", - "HIDE_INFO_SPELL_CONTENT":"Nasc. cont. incantesimo", "HIGHER_LEVEL":"Livelli più alti", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"Storia", + "HIT":"Hit", "HIT_DICE":"Dadi Vita", "HIT_POINTS":"Punti ferita", "HIT_POINTS_ROLLED":"Punti ferita tirati", "HIT_POINTS_TEMP":"PF temp.", "HIT_POINTS_TEMPORARY":"Punti ferita temporanei", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Regole personalizzate", "HOVER":"Stazionare", "HUGE":"Enorme", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"Se il bersaglio è", "ILLUSION":"Illusione", "IMPORT":"Importa", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Iniziativa", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Bonus Iniziativa", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Intuizione", "INSPIRATION":"Ispirazione", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Istantanea", "INSTANTANEOUS_OR_1_HOUR":"Istantanea o 1 ora", "INT":"Int", "INTELLIGENCE":"Intelligenza", "INTIMIDATION":"Intimidazione", "INVESTIGATION":"Investigare", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Tuttofare", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Azioni della Tana", "LANGUAGES":"lingue", "LARGE":"Grande", @@ -483,18 +630,27 @@ "LEVELS":"Livelli", "LIGHTNING":"fulmine", "LIGHT_ARMOR":"Armatura leggera", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Rip. lungo", "MACROS":"Macro", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicina", "MEDIUM":"Media", "MEDIUM_ARMOR":"Armatura media", "MEDIUM_ARMOR_MAX_DEX":"Armatura media max DES", "MELEE":"Mischia", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Varie", "MISCELLANEOUS":"Varie", "MISCELLANEOUS_NOTES":"Note", + "MOD":"mod", "MONK":"Monaco", "MOVEMENT":"Movimento", "MULTIPLIER":"Moltiplicatore", @@ -504,74 +660,125 @@ "NECROTIC":"necrotico", "NO":"No", "NORMAL":"Normale", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"PNG", "ONE_CREATURE":"una creatura", + "ONE_TARGET":"one target", "OR":"o", "OTHER":"Altro", "OTHER_ARMOR":"Altra armatura", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Altre competenze e lingue", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladino", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Prova passiva di caratteristica", + "PASSIVE_SKILLS":"Passive skills", "PC":"PG", "PERCEPTION":"Percezione", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Tratti personalità", "PERSUASION":"Persuasione", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"perforante", "PLATINUM_PIECES":"Monete di platino", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Punti di origine", "POISON":"veleno", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Preparati", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Comp.", "PROFICIENCIES":"Competenze", "PROFICIENCY_BONUS":"Bonus competenza", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Competente", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psichico", "PUBLIC_FOR_ALL":"Visibile a tutti", "QTY":"Qtà", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Razza", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiante", "RANGE":"Portata", "RANGED":"A distanza", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Portata", "REACTION":"Reazione", "REACTIONS":"Reazioni", "RECHARGE":"Ricarica", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Effetti regionali", "RELIGION":"Religione", "REMARKABLE_ATHLETE":"Atleta impressionante", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"Questa opzione richiede l'API", "RESISTANCES_AND_IMMUNITIES":"Resistenze e immunità", "RESOURCES":"Risorse", - "RESTS":"Riposo", + "RESTRAINED":"Restrained", + "RESTS":"Rests", "RITUAL":"Rituale", "ROGUE":"Furfante", "ROLL_2":"Tira 2", "ROLL_OPTIONS":"Opzioni tiro", "ROLL_TEMPLATE":"Template tiro", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Tiro salvezza fallito", "SAVE_SUCCESS":"Tiro salvezza riuscito", "SAVING_DC":"CD salvezza", "SAVING_THROW":"Tiro salvezza", "SAVING_THROWS":"Tiri salvezza", "SAVING_THROWS_QUERY":"Query tiri salvezza", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"CD tiro salvezza", + "SECOND_DAMAGE":"Second damage", "SENSES":"Sensi", "SHEET":"Scheda", "SHEET_OUTPUT":"Output scheda", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Scudo", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Rip. breve", "SHOW_ALL":"Mostra tutto", - "SHOW_PASSIVE":"Mostra passiva", "SHOW_RESTS":"Mostra rip.", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Mostra i livelli se tutti gli slot sono stati usati", "SHOW_TARGET_AC_ON_ATTACKS":"CA bersaglio negli attacchi", @@ -582,15 +789,16 @@ "SIZE":"Taglia", "SKILL":"Abilità", "SKILLS":"Abilità", - "SKILL_SELECT_EXPERTISE":"✗    Perizia", - "SKILL_SELECT_PROFICIENT":"✓    Competente", - "SKILL_SELECT_UNPROFICIENT":"—   Non competente", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Pelle", "SLASHING":"tagliente", "SLEIGHTOFHAND":"Agilità di mano", + "SLOTS":"Slots", "SMALL":"Piccola", "SOCIETY":"Society", "SORCERER":"Stregone", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Fonte", "SOURCE_TO_TARGET":"Fonte → Bersaglio", "SPECIAL":"Speciale", @@ -599,50 +807,67 @@ "SPELL":"Incant.", "SPELLCASTING":"Incantatore", "SPELLCASTING_LEVEL":"Livello incantatore", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Incantesimi", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Livello incant.", "SPELL_MUST_HAVE":"Incantesimi devono avere", "SPELL_POINTS":"Punti inc.", - "SPELL_POINTS_TITLE":"Punti inc.", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Slot inc.", "SPELL_SLOTS_TITLE":"Slot inc.", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statistiche", "STEALTH":"Furtività", "STR":"For", "STRENGTH":"Forza", "STR_13":"For 13", "STR_15":"For 15", + "STUNNED":"Stunned", "SUCCESSES":"Successi", + "SUMMONER":"Summoner", "SURVIVAL":"Sopravvivenza", "SWIM":"Nuotare", "TARGET":"Bersaglio", "TARGET_TO_SOURCE":"Bersaglio → Fonte", + "TEMP":"Temp", "TEXT_SIZE":"Dimensione testo", "THUNDER":"tuono", "TINY":"Minuscola", "TOTAL":"Totale", "TOTAL_GOLD_VALUE":"Valore totale in MO", + "TO_HIT":"to hit", "TO_TRACKER":"Invia al contatore", "TRACKER":"Contatore", "TRAITS":"Tratti", "TRANSMUTATION":"Trasmutazione", "TREMORSENSE":"Senso tellurico", "TRUESIGHT":"Visione del vero", + "TURN":"Turn", "TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva \"filters\"", "TYPE":"Tipo", "UNARMORED":"senza armatura", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Non competente", "UNTIL_DISPELLED":"Finché non è dissolto", "UNTIL_DISPELLED_OR_TRIGGERED":"Finché non è dissolto o attivato", - "USED":"Usati", "USES":"Usi", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vista", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs non morti o immondi", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Slot inc. Warlock", "WEIGHT":"Peso", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Sussurrato al GM", "WILL":"Will", "WIS":"Sag", diff --git a/5eShaped/translations/ja.json b/5eShaped/translations/ja.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/ja.json +++ b/5eShaped/translations/ja.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/ko.json b/5eShaped/translations/ko.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/ko.json +++ b/5eShaped/translations/ko.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/nl.json b/5eShaped/translations/nl.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/nl.json +++ b/5eShaped/translations/nl.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/pt.json b/5eShaped/translations/pt.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/pt.json +++ b/5eShaped/translations/pt.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/ru.json b/5eShaped/translations/ru.json index 99ed75a34d..8ba5716adc 100644 --- a/5eShaped/translations/ru.json +++ b/5eShaped/translations/ru.json @@ -1,437 +1,570 @@ { - "10_DAYS":"10 days", - "10_MINUTES":"10 minutes", - "12_HOURS":"12 hours", - "1ST":"1st", - "1ST_LEVEL":"1st-level", - "1_ACTION":"1 action", - "1_BONUS_ACTION":"1 bonus action", - "1_HOUR":"1 hour", - "1_MINUTE":"1 minutes", - "1_REACTION":"1 reaction", - "1_ROUND":"1 round", - "24_HOURS":"24 hours", - "2ND":"2nd", - "2ND_LEVEL":"2nd-level", - "30_DAYS":"30 days", - "3RD":"3rd", - "3RD_LEVEL":"3rd-level", - "4TH":"4th", - "4TH_LEVEL":"4th-level", - "5TH":"5th", - "5TH_LEVEL":"5th-level", - "6TH":"6th", - "6TH_LEVEL":"6th-level", - "7TH":"7th", - "7TH_LEVEL":"7th-level", - "7_DAYS":"7 days", - "8TH":"8th", - "8TH_LEVEL":"8th-level", - "8_HOURS":"8 hours", - "9TH":"9th", - "9TH_LEVEL":"9th-level", - "ABILITY":"Ability", - "ABILITY_CHECK":"Ability check", - "ABILITY_CHECKS":"Ability checks", + "0":"0", + "10TH_LEVEL":"10ый-уровень", + "10_DAYS":"10 дней", + "10_MINUTES":"10 минут", + "11TH_LEVEL":"11ый-уровень", + "12TH_LEVEL":"12ый-уровень", + "12_HOURS":"12 часов", + "13TH_LEVEL":"13ый-уровень", + "14TH_LEVEL":"14ый-уровень", + "15TH_LEVEL":"15ый-уровень", + "16TH_LEVEL":"16ый-уровень", + "17TH_LEVEL":"17ый-уровень", + "18TH_LEVEL":"18ый-уровень", + "19TH_LEVEL":"19ый-уровень", + "1ST":"1ый", + "1ST_LEVEL":"1ый-уровень", + "1_ACTION":"1 действие", + "1_BONUS_ACTION":"1 бонусное действие", + "1_HOUR":"1 час", + "1_MINUTE":"1 минута", + "1_REACTION":"1 реакция", + "1_ROUND":"1 раунд", + "20TH_LEVEL":"20ый-уровень", + "21ST_LEVEL":"21ый-уровень", + "22ND_LEVEL":"22ой-уровень", + "23RD_LEVEL":"23ий-уровень", + "24TH_LEVEL":"24ый-уровень", + "24_HOURS":"24 часа", + "25TH_LEVEL":"25ый-уровень", + "26TH_LEVEL":"26ой-уровень", + "27TH_LEVEL":"27ой-уровень", + "28TH_LEVEL":"28ой-уровень", + "29TH_LEVEL":"29ый-уровень", + "2ND":"2ой", + "2ND_LEVEL":"2ой-уровень", + "30TH_LEVEL":"30ый-уровень", + "30_DAYS":"30 дней", + "3RD":"3ий", + "3RD_LEVEL":"3ий-уровень", + "4TH":"4ый", + "4TH_LEVEL":"4ый-уровень", + "5TH":"5ый", + "5TH_LEVEL":"5ый-уровень", + "6TH":"6ой", + "6TH_LEVEL":"6ой-уровень", + "7TH":"7ой", + "7TH_LEVEL":"7ой-уровень", + "7_DAYS":"7 дней", + "8TH":"8ой", + "8TH_LEVEL":"8ый-уровень", + "8_HOURS":"8 часов", + "9TH":"9ый", + "9TH_LEVEL":"9ый-уровень", + "ABILITY":"Умение", + "ABILITY_CHECK":"Проверка умения", + "ABILITY_CHECKS":"Проверки умений", "ABILITY_CHECKS_QUERY":"Ability checks query", - "ABILITY_SCORES":"Ability scores", - "ABJURATION":"Abjuration", + "ABILITY_SCORES":"Очки статов", + "ABJURATION":"Ограждение", "AC":"КБ", - "ACID":"acid", - "ACROBATICS":"Acrobatics", - "ACTION":"Action", - "ACTIONS":"Actions", - "AC_ARMORED":"КБ (в доспехах)", - "AC_UNARMORED":"КБ (без доспехов)", - "AC_UNARMORED_ABILITY":"Unarmored ability", - "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws", - "ADVANTAGE":"Advantage", + "ACID":"кислота", + "ACROBATICS":"Акробатика", + "ACTION":"Действие", + "ACTIONS":"Действия", + "AC_ARMORED":"КБ в доспехах", + "AC_UNARMORED":"КБ без доспехов", + "AC_UNARMORED_ABILITY":"Умение, без доспехов", + "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Добавлять половину бонуса владения к непрофессиональным спасброскам", + "ADVANTAGE":"Преимущество", "AGE":"Возраст", "ALIGNMENT":"Мировоззрение", - "ALL":"All", - "AMMO":"Ammo", - "AMMO_AUTO_USE":"Automatically use ammo", - "AMMO_WEIGHT":"Ammo weight", - "AMPHIBIOUS":"Amphibious", - "ANIMALHANDLING":"Animal Handling", + "ALL":"Всё", + "AMMO":"Аммуниция", + "AMMO_AUTO_USE":"Автоматически использовать аммун.", + "AMMO_WEIGHT":"Масса аммун.", + "AMPHIBIOUS":"Название черты", + "ANIMALHANDLING":"Контроль животными", "API":"API", - "APPEARANCE":"Внешний Вид", - "ARCANA":"Arcana", - "ARMOR":"Доспехи", - "ARMORED_AND_UNARMORED":"Armored and Unarmored", - "ARMOR_CLASS":"Класс Брони", - "ARROWS":"Arrows", - "AS":"as", - "ATHLETICS":"Athletics", - "ATK":"ATK", + "APPEARANCE":"Внешность", + "ARCANA":"Магия", + "ARMOR":"Доспех", + "ARMORED_AND_UNARMORED":"В доспехах и без", + "ARMOR_CLASS":"Класс Брони (КБ)", + "ARROWS":"Стрелы", + "ARTIFICER":"Artificer (2017)", + "AS":"как", + "ATHLETICS":"Атлетика", + "ATK":"Атк", "ATTACHERS":"Attachers", - "ATTACK":"Attack", - "ATTACKS":"Нападки", - "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", - "AVERAGE_OF_ABILITIES":"Average of abilities", - "BACKGROUND":"Background", + "ATTACK":"Атака", + "ATTACKS":"Атаки", + "AT_WILL":"По желанию", + "AUTO":"Авто", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", + "AUTO_REVERT_ADV":"Автоматически откатывать преимущество\/помеху", + "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", + "AVG":"avg", + "BACKGROUND":"Предыстория", + "BACKSTORY":"Backstory", "BARBARIAN":"Варвар", "BARD":"Бард", - "BASE_DC":"Base DC", - "BIG":"Big", - "BITE":"Bite", - "BLINDSIGHT":"Слеповидение", - "BLIND_BEYOND":"Blind beyond", - "BLUDGEONING":"bludgeoning", - "BONDS":"Bonds", + "BASE_DC":"Базовая СЛ", + "BIG":"Большое", + "BITE":"Укус", + "BLINDED":"Ослеплено", + "BLINDSIGHT":"Слепое", + "BLIND_BEYOND":"Слепо за пределами", + "BLUDGEONING":"дробящий", + "BONDS":"Привязанность", "BONUS":"Бонус", - "BONUSES":"Bonuses", - "BONUSES_AND_PENALTIES":"Bonuses & Penalties", + "BONUSES":"Бонусы", + "BONUSES_AND_PENALTIES":"Бонусы & Штрафы", "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", - "BREAK_TIES":"Break ties", - "BURROW":"Ползание", - "CANCEL":"Cancel", - "CANTRIP":"Cantrip", - "CANTRIPS":"Cantrips", - "CAN_HAVE":"Can have", - "CARRIED":"У персонажа", - "CARRYING_CAPACITY":"Грузоподъемность", - "CARRYING_PUSH_DRAG_LIFT":"Можно поднять\\перенести", - "CASTERS_FULL":"Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)", - "CASTERS_HALF":"Half (5th level: Paladin, Ranger)", - "CASTERS_THIRD":"Third (3rd level: Arcane Archetypes)", - "CASTING_TIME":"Casting Time", + "BREAK_TIES":"Разрешать споры", + "BURROW":"Закопавшись", + "CANCEL":"Отмена", + "CANTRIP":"Заговор", + "CANTRIPS":"Заговоры", + "CAN_HAVE":"Можно иметь", + "CARRIED":"На себе", + "CARRYING_CAPACITY":"Переносимый вес", + "CARRYING_PUSH_DRAG_LIFT":"Толкать\/Тащить", + "CASTERS_FULL":"Full (9th level: Бард, Жрец, Друид, Чародей, Волшебник)", + "CASTERS_HALF":"Half (5th level: Паладин, Следопыт)", + "CASTERS_THIRD":"Third (3rd level: Архетипы магии)", + "CASTING_TIME":"Время накладывания", "CHA":"Хар", - "CHALLENGE":"Challenge", - "CHARACTER":"Character", - "CHARACTER_NAME":"Имя Персонажа", - "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", + "CHALLENGE":"Сложность", + "CHARACTER":"Персонаж", + "CHARACTER_NAME":"Имя персонажа", + "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Имя Персонажа на всех щаблонах бросков", "CHARISMA":"Харизма", - "CHECK":"Check", - "CHECK_BONUS":"Check bonus", - "CLASS":"Class", - "CLASS_AND_LEVEL":"Class & Level", - "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", - "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", - "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", - "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", - "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", - "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", - "CLASS_LEVELS":"Class levels", + "CHARMED":"Очаровно", + "CHECK":"Проверка", + "CHECK_BONUS":"Бонус к проверке", + "CHOOSE_WHEN_ROLLING":"Выбрать при броске", + "CLASS":"Класс", + "CLASS_AND_LEVEL":"Класс & Уровень", + "CLASS_AND_LEVEL_PLACEHOLDER":"Включить режим редактирования нажав на карандаш", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_EXTRA_ATTACK":"Дополнительная атака", + "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"4 раза", + "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"Вы можете атаковать NUMBER_OF_TIMES, вместо одного, каждый раз когда вы выбираете действие Атака в свой ход", + "CLASS_FEATURE_EXTRA_ATTACK_THREE":"3 раза", + "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"2 раза", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "CLASS_LEVELS":"Уровни классов", "CLERIC":"Жрец", - "CLIMB":"Climb", - "COINAGE":"чеканка монет", + "CLIMB":"Карабкаться", + "CLOSE":"Закрыть", + "COINAGE":"От монет", "COINS_CP":"ММ", - "COINS_EP":"ЭМ", + "COINS_EP":"ЭП", "COINS_GP":"ЗМ", "COINS_PP":"ПМ", "COINS_SP":"СМ", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", - "COLD":"cold", - "COLOR":"Color", - "COMPONENTS":"Components", + "COIN_CONVERSION_GP_PER_CP":"Меди за Золото", + "COIN_CONVERSION_GP_PER_EP":"Электрума за Золото", + "COIN_CONVERSION_GP_PER_PP":"Золота за Платину", + "COIN_CONVERSION_GP_PER_SP":"Серебра за Золото", + "COLD":"холод", + "COLOR":"Цвет", + "COMPONENTS":"Компоненты", "COMPONENTS_M":"M", - "COMPONENTS_S":"S", - "COMPONENTS_S_M":"S, M", - "COMPONENTS_V":"V", - "COMPONENTS_V_M":"V, M", - "COMPONENTS_V_S":"V, S", - "COMPONENTS_V_S_M":"V, S, M", - "CON":"Tел", - "CONC":"Conc", - "CONCENTRATION":"Concentration", - "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, up to 10 minute", - "CONCENTRATION_UP_TO_12_HOURS":"Concentration, up to 12 hours", - "CONCENTRATION_UP_TO_1_HOUR":"Concentration, up to 1 hour", - "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, up to 1 minute", - "CONCENTRATION_UP_TO_1_ROUND":"Concentration, up to 1 round", - "CONCENTRATION_UP_TO_24_HOURS":"Concentration, up to 24 hours", - "CONCENTRATION_UP_TO_2_HOURS":"Concentration, up to 2 hours", - "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", - "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", - "CONDENSE":"Condense", - "CONDITION_IMMUNITIES":"Condition Immunities", - "CONJURATION":"Conjuration", + "COMPONENTS_S":"С", + "COMPONENTS_S_M":"С, M", + "COMPONENTS_V":"В", + "COMPONENTS_V_M":"В, M", + "COMPONENTS_V_S":"В, С", + "COMPONENTS_V_S_M":"В, С, M", + "CON":"Тел", + "CONC":"Конц", + "CONCENTRATION":"Концентрация", + "CONCENTRATION_UP_TO_10_MINUTES":"Концентрация, вплоть до 10 минут", + "CONCENTRATION_UP_TO_12_HOURS":"Концентрация, вплоть до 12 часов", + "CONCENTRATION_UP_TO_1_HOUR":"Концентрация, вплоть до 1 часа", + "CONCENTRATION_UP_TO_1_MINUTE":"Концентрация, вплоть до 1 минуты", + "CONCENTRATION_UP_TO_1_ROUND":"Концентрация, вплоть до 1 раунда", + "CONCENTRATION_UP_TO_24_HOURS":"Концентрация, вплоть до 24 часов", + "CONCENTRATION_UP_TO_2_HOURS":"Концентрация, вплоть до 2 часов", + "CONCENTRATION_UP_TO_6_ROUNDS":"Концентрация, вплоть до 6 раундов", + "CONCENTRATION_UP_TO_8_HOURS":"Концентрация, вплоть до 8 часов", + "CONDENSE":"Сжать", + "CONDITIONS":"Состояния", + "CONDITION_IMMUNITIES":"Иммунитет к состояниям", + "CONJURATION":"Вызов", "CONSTITUTION":"Телосложение", - "CONTENT":"Content", - "COPPER_PIECES":"Copper pieces", - "CORE":"Core", - "CRIT":"Crit", + "CONTENT":"Описание", + "CONTRACT":"Contract", + "COPPER_PIECES":"Медных монет", + "CORE":"Главная", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", + "CRIT":"Крит", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", - "CRIT_RANGE":"Crit range", - "CURRENT":"Текущее", - "CUSTOM":"Custom", - "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", - "DAMAGE":"Damage", - "DAMAGE_IMMUNITIES":"Damage Immunities", - "DAMAGE_RESISTANCES":"Damage Resistances", - "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", - "DARKVISION":"Темновидение", - "DC":"DC", - "DEATH":"Death", - "DEATH_SAVES":"Death saves", - "DEATH_SAVING_THROW":"Death saving throw", - "DEATH_SAVING_THROWS":"Death saving throws", - "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", + "CRIT_RANGE":"Крит при", + "CURRENT":"Текущий", + "CUSTOM":"Особый", + "CUSTOM_CLASSES":"Особые классы", + "CUSTOM_CLASS_NAME":"Имя особого класса", + "CUSTOM_GOLD_VALUES":"Особые значения золота", + "DAMAGE":"Урон", + "DAMAGE_IMMUNITIES":"Иммунитеты к урону", + "DAMAGE_RESISTANCES":"Сопротивления урону", + "DAMAGE_VULNERABILITIES":"Уязвимости к урону", + "DARKVISION":"Зрение во тьме", + "DC":"СЛ", + "DEAFENED":"Оглохло", + "DEATH":"Смерть", + "DEATH_SAVES":"Спасы смерти", + "DEATH_SAVING_THROW":"Спасбросок смерти", + "DEATH_SAVING_THROWS":"Спасброски смерти", + "DECEPTION":"Обман", "DEX":"Лов", "DEXTERITY":"Ловкость", - "DICE":"Dice", - "DIE":"Die", - "DISADVANTAGE":"Disadvantage", - "DISPLAY_TEXT":"Display text", - "DIVINATION":"Divination", - "DMG":"DMG", - "DONT":"Не добавлять", - "DRAGON":"Dragon", + "DICE":"Кости", + "DICE_MODIFIERS":"Dice modifiers", + "DIE":"Кость", + "DISADVANTAGE":"Помеха", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Материальный", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", + "DISPLAY_TEXT":"Отображаемый текст", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Дистанция", + "DIVINATION":"Прорицание", + "DMG":"Дмг", + "DOCUMENTATION":"Документация", + "DONT":"Don't", + "DRAGON":"Дракон", "DRUID":"Друид", - "DURATION":"Duration", - "EFFECT":"Effect", - "ELECTRUM_PIECES":"Electrum pieces", - "EMOTE":"Emote", - "ENCHANTMENT":"Enchantment", - "ENCUMBERED":"Перегрузка", - "ENCUMBERED_HEAVILY":"Сил.Перегрузка", - "EQUIPMENT":"Equipment", - "EVERY":"every", - "EVOCATION":"Evocation", - "EXHAUSTION_LEVEL":"Exhaustion level", - "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", - "EXHAUSTION_LEVEL_2":"Speed halved", - "EXHAUSTION_LEVEL_3":"Disadvantage on attack rolls and saving throws", - "EXHAUSTION_LEVEL_4":"Hit point maximum halved", - "EXHAUSTION_LEVEL_5":"Speed reduced to 0", - "EXHAUSTION_LEVEL_6":"Death", - "EXPERIENCE_POINTS":"Experience points", - "EXPERTISE":"Эксперт", - "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", - "EXPLODE":"explode", - "EXTRAS":"Extras", + "DURATION":"Длительность", + "EFFECT":"Эффекты", + "ELECTRUM_PIECES":"Электруумных монет", + "EMOTE":"Эмоция", + "ENCHANTMENT":"Очарование", + "ENCUMBERED":"Перегружен", + "ENCUMBERED_HEAVILY":"Т. перегруз", + "ENCUMBRANCE_MULTIPLIER":"Множ. перегруза", + "ENGINEERING":"Инженерия", + "EQUIPMENT":"Экипировка", + "EVERY":"каждый", + "EVOCATION":"Воплощение", + "EXHAUSTION":"Усталость", + "EXHAUSTION_LEVEL":"Уровень усталости", + "EXHAUSTION_LEVEL_1":"Помехи про проверках скиллов и статов", + "EXHAUSTION_LEVEL_2":"Половина скорости", + "EXHAUSTION_LEVEL_3":"Помеха на всё", + "EXHAUSTION_LEVEL_4":"Макс. ХП уполовинено", + "EXHAUSTION_LEVEL_5":"Скорость ноль", + "EXHAUSTION_LEVEL_6":"Смерть", + "EXPAND":"Expand", + "EXPERIENCE_POINTS":"Очки опыта", + "EXPERTISE":"Экспертность", + "EXPERTISE_AS_ADVANTAGE":"Экспертность как Преимущество при импорте", + "EXPLODE":"взрыв", + "EXTRAS":"Экстра", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Глаза", - "FAILURES":"Failures", - "FEATURES":"Features", - "FEATURES_AND_TRAITS":"Features & Traits", - "FIELD":"Field", + "FAILURES":"Провалы", + "FEATS":"Feats", + "FEATURES":"Особенности", + "FEATURES_AND_TRAITS":"Особенности и черты", + "FEET":"Фут", + "FEET_ABBREVIATION":"ft.", + "FIELD":"Поле", "FIGHTER":"Воин", - "FILTERS":"Filters", + "FILTERS":"Фильтры", + "FIN":"Fin", "FINESSE":"Фехтовальное", - "FIRE":"fire", - "FLAT_HEAL":"Flat heal", - "FLAWS":"Flaws", - "FLY":"Fly", + "FIRE":"огонь", + "FLAT_HEAL":"Чистый хил", + "FLAWS":"Недостатки", + "FLY":"Полёт", "FORCE":"force", "FORT":"Fort", - "FORTITUDE":"Fortitude", + "FORTITUDE":"Сила духа", "FREEFORM":"Freeform", - "FREETEXT":"Freetext", - "GARGANTUAN":"Gargantuan", + "FREETEXT":"Свободный текст", + "FRIGHTENED":"Напугано", + "GARGANTUAN":"Гигантское", "GENDER":"Пол", - "GENERATE_SKILLS":"Generate skills", - "GOLD_PIECES":"Gold pieces", + "GENERATE_SKILLS":"Сгенерировать скиллы", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GOLD_PIECES":"Золотых монет", + "GRAPPLED":"Cхвачено", "HAIR":"Волосы", - "HALFLING_LUCK":"Halfling Luck", - "HALF_DAMAGE":"half damage", - "HEAL":"Heal", - "HEAL_FOR":"Heal for", - "HEAVY_ARMOR":"Heavy Armor", + "HALFLING_LUCK":"Удача полурос.", + "HALF_DAMAGE":"половина урона", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", + "HEAL":"Лечение", + "HEAL_FOR":"Вылечить на", + "HEAVY_ARMOR":"Тяжелый доспех", "HEIGHT":"Рост", + "HIDE":"Скрыть", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,210 +574,302 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", - "HIGHER_LEVEL":"Higher level", - "HISTORY":"History", - "HIT_DICE":"Кость Хитов", + "HIGHER_LEVEL":"Выс. уровни", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", + "HISTORY":"История", + "HIT":"Hit", + "HIT_DICE":"Кости Хитов", "HIT_POINTS":"Хит Поинты", - "HIT_POINTS_ROLLED":"Hit points rolled", - "HIT_POINTS_TEMP":"Temp HP", - "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HIT_POINTS_ROLLED":"Выкинуто ХП", + "HIT_POINTS_TEMP":"Врмн. ХП", + "HIT_POINTS_TEMPORARY":"Временные ХП", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", - "HOVER":"Hover", - "HUGE":"Huge", - "IDEALS":"Ideals", - "IF_THE_TARGET_IS":"If the target is", - "ILLUSION":"Illusion", - "IMPORT":"Import", - "INFLUENCE":"Influence", - "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", - "INSIGHT":"Insight", - "INSPIRATION":"Inspiration", - "INSTANTANEOUS":"Instantaneous", - "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", + "HOVER":"Парение", + "HUGE":"Огромное", + "IDEALS":"Идеалы", + "IF_THE_TARGET_IS":"Если цель . . .", + "ILLUSION":"Иллюзия", + "IMPORT":"Импорт", + "INCAPACITATED":"Недееспособно", + "INFLUENCE":"Влияние", + "INITIATIVE":"Инициатива", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", + "INSIGHT":"Проницательность", + "INSPIRATION":"Воодушевление", + "INSPIRATION_MULTIPLE":"Multiple inspiration", + "INSTANTANEOUS":"Мгновенно", + "INSTANTANEOUS_OR_1_HOUR":"Мгновенно или 1 час", "INT":"Инт", "INTELLIGENCE":"Интеллект", - "INTIMIDATION":"Intimidation", - "INVESTIGATION":"Investigation", + "INTIMIDATION":"Запугивание", + "INVESTIGATION":"Анализ", + "INVISIBLE":"Невидимо", "JACK_OF_ALL_TRADES":"Мастер на все руки", - "LAIR_ACTIONS":"Lair Actions", + "KI":"Ki", + "KILOGRAMS":"Килограмм", + "KNOWN":"Known", + "LAIR_ACTIONS":"Действия логова", "LANGUAGES":"Языки", - "LARGE":"Large", - "LAWFUL_EVIL":"lawful evil", - "LBS":"lbs", - "LEGENDARY_ACTIONS":"Legendary Actions", + "LARGE":"Большое", + "LAWFUL_EVIL":"законно злое", + "LBS":"фнт.", + "LEGENDARY_ACTIONS":"Легендарные действия", "LEGENDARY_ACTIONS_TEXT_1":"The", "LEGENDARY_ACTIONS_TEXT_2":"can take", "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", "LEVEL":"Уровень", - "LEVELS":"levels", - "LIGHTNING":"lightning", - "LIGHT_ARMOR":"Light Armor", - "LONG_REST":"Long Rest", - "MACROS":"Macros", - "MAX":"Max", - "MEDICINE":"Medicine", - "MEDIUM":"Средние", - "MEDIUM_ARMOR":"Medium Armor", - "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", - "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", - "MISC":"Misc", - "MISCELLANEOUS":"Miscellaneous", - "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "LEVELS":"уровни", + "LIGHTNING":"молнией", + "LIGHT_ARMOR":"Лёгкий доспех", + "LIMIT":"Предел", + "LONGER":"Длиннее", + "LONGSWORD":"Longsword", + "LONG_REST":"Длительный отдых", + "MACROS":"Макрос", + "MAX":"Макс", + "MEASUREMENT_SYSTEMS":"Система измерения", + "MEDICINE":"Медицина", + "MEDIUM":"Средний", + "MEDIUM_ARMOR":"Средний доспех", + "MEDIUM_ARMOR_MAX_DEX":"Макс. бонус Ловкости для среднего доспеха", + "MELEE":"Ближнебойное", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Метры", + "METERS_ABBREVIATION":"m.", + "MISC":"Прочее", + "MISCELLANEOUS":"Прочее", + "MISCELLANEOUS_NOTES":"Другие заметки", + "MOD":"mod", "MONK":"Монах", - "MOVEMENT":"Movement", - "MULTIPLIER":"Multiplier", - "NAME":"Наименование", - "NATURE":"Nature", - "NECROMANCY":"Necromancy", - "NECROTIC":"necrotic", + "MOVEMENT":"Передвижение", + "MULTIPLIER":"Множитель", + "NAME":"Имя", + "NATURE":"Естествоведение", + "NECROMANCY":"Некромантия", + "NECROTIC":"некротический", "NO":"Нет", - "NORMAL":"Normal", + "NORMAL":"Обычное", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", - "ONE_CREATURE":"one creature", - "OR":"or", + "ONE_CREATURE":"одно существо", + "ONE_TARGET":"one target", + "OR":"или", "OTHER":"Другое", - "OTHER_ARMOR":"Other Armor", - "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", - "OTHER_TYPE":"Other (AoE, Cone, Line)", - "OUTPUT":"Результат", + "OTHER_ARMOR":"Другая броня", + "OTHER_DAMAGE":"Other damage", + "OTHER_PROFICIENCIES_AND_LANGUAGES":"Владение другими вещами и языками", + "OTHER_TYPE":"Другой (AoE, Конус, Линия)", + "OUTPUT":"Вывод", "PALADIN":"Паладин", - "PASSIVE":"Passive", + "PARALYZED":"Парализовано", + "PASSIVE":"Пассивное", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Пассивные скилы", "PC":"PC", - "PERCEPTION":"Perception", - "PERFORMANCE":"Performance", - "PERSONALITY_TRAITS":"Personality traits", - "PERSUASION":"Persuasion", - "PIERCING":"piercing", - "PLATINUM_PIECES":"Platinum pieces", + "PERCEPTION":"Внимательность", + "PERFORMANCE":"Выступление", + "PERSONALITY_TRAITS":"Черты характера", + "PERSUASION":"Убеждение", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Окаменело", + "PIERCING":"проникающий", + "PLATINUM_PIECES":"Платиновых монет", + "PLUS":"plus", + "POINTS":"Очки", "POINTS_OF_ORIGIN":"Points of origin", - "POISON":"poison", - "PREPARED":"Prepared", - "PROF":"Prof", - "PROFICIENCIES":"Мастерство", - "PROFICIENCY_BONUS":"Proficiency Bonus", - "PROFICIENT":"Владение", - "PSYCHIC":"psychic", - "PUBLIC_FOR_ALL":"Всем в кампании", - "QTY":"Клво", - "QUERY":"Query", + "POISON":"яд", + "POISONED":"Отравлено", + "POUNDS":"Фунты", + "PREPARED":"Подготовлено", + "PREPARED_MATTERS":"Подготовка важна", + "PROCESSING_CLOSE_MESSAGE":"Если изображение движется с нормальной скоростью и лист отзывчив, можете свободно:", + "PROCESSING_MESSAGE":"Пока лист ведёт обработку пожалуйста не закрывайте его.", + "PROCESSING_TITLE":"Идёт обработка", + "PROF":"Влад", + "PROFICIENCIES":"Владение", + "PROFICIENCY_BONUS":"Бонус владения", + "PROFICIENCY_DICE":"Proficiency dice", + "PROFICIENT":"Владеет", + "PRONE":"Опрокинуто", + "PSION":"Псионный", + "PSIONICS":"Псионический", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", + "PSYCHIC":"Психический", + "PUBLIC_FOR_ALL":"Видно всем", + "QTY":"Кол.", + "QUERY":"Запрос", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Быстрый", "RACE":"Раса", - "RADIANT":"radiant", - "RANGE":"Range", - "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", + "RADIANT":"святой", + "RANGE":"Дистанция", + "RANGED":"Дальнобойное", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Следопыт", - "REACH":"Reach", - "REACTION":"Reaction", - "REACTIONS":"Reactions", - "RECHARGE":"Recharge", - "REF":"Ref", - "REFLEX":"Reflex", - "REGIONAL_EFFECTS":"Regional Effects", - "RELIGION":"Religion", - "REMARKABLE_ATHLETE":"Remarkable Athlete", - "REQUIRES_API":"This feature requires the API", - "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", - "RESOURCES":"Resources", + "RANGERUA":"Ranger UA (2016)", + "REACH":"Охват", + "REACTION":"Реакция", + "REACTIONS":"Реакции", + "RECHARGE":"Перезарядка", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Сниженные макс. ХП", + "REDUCED_MAX_HIT_POINTS":"Сниженные макс. ХП", + "REF":"Реф", + "REFLEX":"Рефлекс", + "REGAIN":"Regain", + "REGIONAL_EFFECTS":"Эффекты на область", + "RELIGION":"Религия", + "REMARKABLE_ATHLETE":"Выдающийся атлет", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", + "REQUIRES_API":"Эта фича требует API", + "RESISTANCES_AND_IMMUNITIES":"Сопротивления и Иммунитеты", + "RESOURCES":"Ресурсы", + "RESTRAINED":"Опутано", "RESTS":"Rests", - "RITUAL":"Ritual", + "RITUAL":"Ритуал", "ROGUE":"Плут", - "ROLL_2":"Roll 2", - "ROLL_OPTIONS":"Roll options", - "ROLL_TEMPLATE":"Roll template", - "SAVE":"Save", - "SAVE_FAILURE":"Save Failure", - "SAVE_SUCCESS":"Save Success", - "SAVING_DC":"Saving DC", - "SAVING_THROW":"Saving throw", - "SAVING_THROWS":"Saving throws", - "SAVING_THROWS_QUERY":"Saving throws query", - "SAVING_THROW_DC":"Saving throw DC", - "SENSES":"Senses", - "SHEET":"Sheet", - "SHEET_OUTPUT":"Sheet output", - "SHIELD":"Shield", - "SHORT_REST":"Short Rest", - "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", - "SHOW_RESTS":"Show Rests", - "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", - "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", - "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", - "SHOW_TOTALS":"Show totals", - "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", - "SILVER_PIECES":"Silver pieces", + "ROLL_2":"2 куба", + "ROLL_OPTIONS":"Опции бросков", + "ROLL_TEMPLATE":"Шаблоны бросков", + "SAN":"San", + "SANITY":"Sanity", + "SAVE":"СБ(Спас)", + "SAVE_DC":"СЛ Спасброска", + "SAVE_FAILURE":"Спасбросок Провален", + "SAVE_SUCCESS":"Спасбросок Удался", + "SAVING_DC":"СЛ СБ", + "SAVING_THROW":"Спасбросок", + "SAVING_THROWS":"Спасброски (СБ)", + "SAVING_THROWS_QUERY":"Запрос спасброска", + "SAVING_THROW_BONUS":"saving throw bonus", + "SAVING_THROW_DC":"СЛожность спасброска", + "SECOND_DAMAGE":"Second damage", + "SENSES":"Чувства", + "SHEET":"Лист", + "SHEET_OUTPUT":"Вывод листа", + "SHEET_SETTING":"Sheet setting", + "SHIELD":"Щит", + "SHORT_OR_LONG_REST":"Short or Long Rest", + "SHORT_REST":"Короткий отдых", + "SHOW_ALL":"Показать все", + "SHOW_RESTS":"Отобразить Отдыхи", + "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Отображать уровни если все ячейки использованы", + "SHOW_TARGET_AC_ON_ATTACKS":"КБ цели при атаках и СБ", + "SHOW_TARGET_NAME_ON_ATTACKS":"Имя цели при атаках и СБ", + "SHOW_TOTALS":"Показать все", + "SHOW_UNPREPARED_SPELLS":"Показать неподготовленные", + "SILVER_PIECES":"Серебрянных монет", "SIZE":"Размер", - "SKILL":"Skill", - "SKILLS":"Навыки", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL":"Скилл", + "SKILLS":"Скиллы", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Кожа", - "SLASHING":"slashing", - "SLEIGHTOFHAND":"Sleight of Hand", - "SMALL":"Small", - "SOCIETY":"Society", + "SLASHING":"рубящий", + "SLEIGHTOFHAND":"Ловкость рук", + "SLOTS":"Слоты", + "SMALL":"Малое", + "SOCIETY":"Общество", "SORCERER":"Чародей", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Источник", - "SOURCE_TO_TARGET":"Source → Target", - "SPECIAL":"Special", - "SPECIAL_EFFECTS":"Special effects", - "SPEED":"Speed", - "SPELL":"Spell", - "SPELLCASTING":"Spellcasting", - "SPELLCASTING_LEVEL":"Spellcasting level", - "SPELLS":"Магия", - "SPELL_LEVEL":"Spell level", - "SPELL_MUST_HAVE":"Spells must have", - "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", - "SPELL_SLOTS":"Spell slots", - "SPELL_SLOTS_TITLE":"Spell slots", - "STATBLOCK":"Statblock", - "STEALTH":"Stealth", + "SOURCE_TO_TARGET":"Источник → Цель", + "SPECIAL":"Особое", + "SPECIAL_EFFECTS":"Особые эффекты", + "SPEED":"Скорость", + "SPELL":"Заклинание", + "SPELLCASTING":"Сотворение заклинаний", + "SPELLCASTING_LEVEL":"Уровень заклинательства", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"имеет следующие", + "SPELLCASTING_TEXT_5":"подготовленные заклинания", + "SPELLS":"Закл.", + "SPELLS_ON_CORE":"Показывать на главной вкадке", + "SPELLS_TAB":"Вкладка заклинаний", + "SPELL_ATTACK":"Атака заклинания", + "SPELL_LEVEL":"Уровень заклинания", + "SPELL_MUST_HAVE":"Заклинания должны иметь", + "SPELL_POINTS":"Очки заклинаний", + "SPELL_SAVE_DC":"СЛ спасброска заклинания", + "SPELL_SAVING_THROW":"Спасбросок заклинания", + "SPELL_SLOTS":"Слоты заклинаний", + "SPELL_SLOTS_TITLE":"Слоты заклинаний", + "SPELL_TO_HIT":"на попадание атаками заклинаний", + "STATBLOCK":"Статблок", + "STEALTH":"Скрытность", "STR":"Сила", "STRENGTH":"Сила", - "STR_13":"Str 13", - "STR_15":"Str 15", - "SUCCESSES":"Successes", - "SURVIVAL":"Survival", - "SWIM":"Swim", - "TARGET":"Target", - "TARGET_TO_SOURCE":"Target → Source", - "TEXT_SIZE":"Text size", - "THUNDER":"thunder", - "TINY":"Tiny", + "STR_13":"Сила 13", + "STR_15":"Сила 15", + "STUNNED":"Оглушено", + "SUCCESSES":"Удачи", + "SUMMONER":"Призыватель", + "SURVIVAL":"Выживание", + "SWIM":"Плавать", + "TARGET":"Цель", + "TARGET_TO_SOURCE":"Цель → Источник", + "TEMP":"Врм.", + "TEXT_SIZE":"Размер теста", + "THUNDER":"громовой", + "TINY":"Крохотный", "TOTAL":"Всего", - "TOTAL_GOLD_VALUE":"Total gold value", - "TO_TRACKER":"Добавлять в список", - "TRACKER":"Tracker", - "TRAITS":"Traits", - "TRANSMUTATION":"Transmutation", - "TREMORSENSE":"Чувство вибрации", + "TOTAL_GOLD_VALUE":"Всего в золоте", + "TO_HIT":"to hit", + "TO_TRACKER":"Посылать в трекер", + "TRACKER":"Трекер", + "TRAITS":"Черты", + "TRANSMUTATION":"Преобразование ", + "TREMORSENSE":"Колебаний земли", "TRUESIGHT":"Истинное зрение", - "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", + "TURN":"Turn", + "TURN_OFF_FILTERING":"Если вы не видите заклинаний выключите \"фильтры\"", "TYPE":"Тип", - "UNARMORED":"Не доспех", - "UNPROFICIENT":"Нет владеет", - "UNTIL_DISPELLED":"Until dispelled", - "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", - "USES":"Uses", + "UNARMORED":"Без брони", + "UNCONSCIOUS":"Без сознания", + "UNPROFICIENT":"Не проф.", + "UNTIL_DISPELLED":"Пока не развеяно", + "UNTIL_DISPELLED_OR_TRIGGERED":"Пока не развеяно или сработает", + "USES":"Исп.", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", - "VS_FIEND_OR_UNDEAD":"vs undead or fiend", + "VS_FIEND_OR_UNDEAD":"против нежити или исчадий", "WARLOCK":"Колдун", - "WARLOCK_SPELL_SLOTS":"Warlock spell slots", - "WEIGHT":"Вес", - "WHISPERED_TO_GM":"Только для ГМ", - "WILL":"Will", + "WARLOCK_SLOTS":"Warlock slots", + "WARLOCK_SPELL_SLOTS":"Слоты заклинаний Колдуна", + "WEIGHT":"Масса", + "WEIGHT_PER_COIN":"Масса монеты", + "WHISPERED_TO_GM":"Шепот к ГМ", + "WILL":"Воля", "WIS":"Муд", "WISDOM":"Мудрость", "WIZARD":"Волшебник", diff --git a/5eShaped/translations/sv.json b/5eShaped/translations/sv.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/sv.json +++ b/5eShaped/translations/sv.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/tr.json b/5eShaped/translations/tr.json index 8c6a5aec33..bfcf2d741f 100644 --- a/5eShaped/translations/tr.json +++ b/5eShaped/translations/tr.json @@ -1,7 +1,18 @@ { + "0":"0", + "10TH_LEVEL":"10th-level", "10_DAYS":"10 days", "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", "1ST":"1st", "1ST_LEVEL":"1st-level", "1_ACTION":"1 action", @@ -10,9 +21,20 @@ "1_MINUTE":"1 minutes", "1_REACTION":"1 reaction", "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", "2ND":"2nd", "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", "30_DAYS":"30 days", "3RD":"3rd", "3RD_LEVEL":"3rd-level", @@ -61,20 +83,28 @@ "ARMORED_AND_UNARMORED":"Armored and Unarmored", "ARMOR_CLASS":"Armor class", "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", "AS":"as", "ATHLETICS":"Athletics", "ATK":"ATK", "ATTACHERS":"Attachers", "ATTACK":"Attack", "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", "AVERAGE_OF_ABILITIES":"Average of abilities", + "AVG":"avg", "BACKGROUND":"Background", + "BACKSTORY":"Backstory", "BARBARIAN":"Barbarian", "BARD":"Bard", "BASE_DC":"Base DC", "BIG":"Big", "BITE":"Bite", + "BLINDED":"Blinded", "BLINDSIGHT":"Blindsight", "BLIND_BEYOND":"Blind beyond", "BLUDGEONING":"bludgeoning", @@ -102,222 +132,267 @@ "CHARACTER_NAME":"Character name", "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", "CHARISMA":"Charisma", + "CHARMED":"Charmed", "CHECK":"Check", "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", "CLASS":"Class", "CLASS_AND_LEVEL":"Class & Level", "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", - "CLASS_FEATURE_ACTION_SURGE":"Action Surge", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", - "CLASS_FEATURE_ARCANE_RECOVERY":"Arcane Recovery", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", - "CLASS_FEATURE_ARCHDRUID":"Archdruid", - "CLASS_FEATURE_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", - "CLASS_FEATURE_AURA_OF_COURAGE":"Aura of Courage", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", - "CLASS_FEATURE_AURA_OF_PROTECTION":"Aura of Protection", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", - "CLASS_FEATURE_BARDIC_INSPIRATION":"Bardic Inspiration", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", - "CLASS_FEATURE_BEAST_SPELLS":"Beast Spells", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", - "CLASS_FEATURE_BLINDSENSE":"Blindsense", - "CLASS_FEATURE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", - "CLASS_FEATURE_BRUTAL_CRITICAL":"Brutal Critical", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", - "CLASS_FEATURE_CHANNEL_DIVINITY":"Channel Divinity", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", - "CLASS_FEATURE_CLEANSING_TOUCH":"Cleaning Touch", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", - "CLASS_FEATURE_COUNTERCHARM":"Countercharm", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", - "CLASS_FEATURE_CUNNING_ACTION":"Cunning Action", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", - "CLASS_FEATURE_DANGER_SENSE":"Danger Sense", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", - "CLASS_FEATURE_DEFLECT_MISSILES":"Deflect Missiles", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", - "CLASS_FEATURE_DIAMOND_SOUL":"Diamond Soul", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", - "CLASS_FEATURE_DIVINE_HEALTH":"Divine Health", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", - "CLASS_FEATURE_DIVINE_INTERVENTION":"Divine Intervention", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", - "CLASS_FEATURE_DIVINE_SENSE":"Divine Sense", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", - "CLASS_FEATURE_DIVINE_SMITE":"Divine Smite", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"Eldritch Invocations", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", - "CLASS_FEATURE_ELDRITCH_MASTER":"Eldritch Master", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", - "CLASS_FEATURE_ELUSIVE":"Elusive", - "CLASS_FEATURE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", - "CLASS_FEATURE_EMPTY_BODY":"Empty Body", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", - "CLASS_FEATURE_EVASION":"Evasion", - "CLASS_FEATURE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", - "CLASS_FEATURE_EXPERTISE":"Expertise", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", - "CLASS_FEATURE_FAST_MOVEMENT":"Fast Movement", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", - "CLASS_FEATURE_FAVORED_ENEMY":"Favored Enemy", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", - "CLASS_FEATURE_FERAL_INSTINCT":"Feral Instinct", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", - "CLASS_FEATURE_FERAL_SENSES":"Feral Senses", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", - "CLASS_FEATURE_FIGHTING_STYLE":"Fighting Style", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"Defense, Dueling, Great Weapon Fighting, or Protection.", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"Archery, Defense, Dueling, or Two-Weapon Fighting.", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - "CLASS_FEATURE_FLEXIBLE_CASTING":"Flexible Casting", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"Flurry of Blows", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", - "CLASS_FEATURE_FOE_SLAYER":"Foe Slayer", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", - "CLASS_FEATURE_INDOMITABLE":"Indomitable", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"Indomitable Might", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", - "CLASS_FEATURE_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"Jack of All Trades", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", - "CLASS_FEATURE_KI":"Ki", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "CLASS_FEATURE_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", - "CLASS_FEATURE_LANDS_STRIDE":"Land's Stride", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", - "CLASS_FEATURE_LAY_ON_HANDS":"Lay on Hands", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", - "CLASS_FEATURE_MAGICAL_SECRETS":"Magical Secrets", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", - "CLASS_FEATURE_MARTIAL_ARTS":"Martial Arts", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", - "CLASS_FEATURE_METAMAGIC":"Metamagic", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"Careful Spell", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"Distant Spell", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"Extended Spell", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", - "CLASS_FEATURE_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"Twinned Spell", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", - "CLASS_FEATURE_MYSTIC_ARCANUM":"Mystic Arcanum", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", - "CLASS_FEATURE_NATURAL_EXPLORER":"Natural Explorer", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", - "CLASS_FEATURE_PACT_BOON":"Pact Boon", - "CLASS_FEATURE_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", - "CLASS_FEATURE_PATIENT_DEFENSE":"Patient Defense", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", - "CLASS_FEATURE_PERFECT_SELF":"Perfect Self", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", - "CLASS_FEATURE_PERSISTENT_RAGE":"Persistent Rage", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", - "CLASS_FEATURE_PRIMAL_CHAMPION":"Primal Champion", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"Primeval Awareness", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", - "CLASS_FEATURE_PURITY_OF_BODY":"Purity of Body", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", - "CLASS_FEATURE_RAGE":"Rage", - "CLASS_FEATURE_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", - "CLASS_FEATURE_RECKLESS_ATTACK":"Reckless Attack", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", - "CLASS_FEATURE_RELENTLESS_RAGE":"Relentless Rage", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", - "CLASS_FEATURE_RELIABLE_TALENT":"Reliable Talent", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", - "CLASS_FEATURE_SECOND_WIND":"Second Wind", - "CLASS_FEATURE_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", - "CLASS_FEATURE_SIGNATURE_SPELLS":"Signature Spells", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", - "CLASS_FEATURE_SLIPPERY_MIND":"Slippery Mind", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", - "CLASS_FEATURE_SLOW_FALL":"Slow Fall", - "CLASS_FEATURE_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", - "CLASS_FEATURE_SNEAK_ATTACK":"Sneak Attack", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", - "CLASS_FEATURE_SONG_OF_REST":"Song of Rest", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"Sorcerous Restoration", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", - "CLASS_FEATURE_SORCERY_POINTS":"Sorcery Points", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", - "CLASS_FEATURE_SPELL_MASTERY":"Spell Mastery", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", - "CLASS_FEATURE_STEP_OF_THE_WIND":"Step of the Wind", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", - "CLASS_FEATURE_STILLNESS_OF_MIND":"Stillness of Mind", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", - "CLASS_FEATURE_STROKE_OF_LUCK":"Stroke of Luck", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"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.", - "CLASS_FEATURE_STUNNING_STRIKE":"Stunning Strike", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"or be stunned until the end of your next turn", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"Superior Inspiration", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", - "CLASS_FEATURE_THIEVES_CANT":"Thieves' Cant", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", - "CLASS_FEATURE_TIMELESS_BODY":"Timeless Body", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"Your ki sustains you sothat you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", - "CLASS_FEATURE_UNARMORED_DEFENSE":"Unarmored Defense", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"Unarmored Movement", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", - "CLASS_FEATURE_UNCANNY_DODGE":"Uncanny Dodge", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", - "CLASS_FEATURE_VANISH":"Vanish", - "CLASS_FEATURE_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"Warlock Spell Slots", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"Spells cast at maximum level.", - "CLASS_FEATURE_WILD_SHAPE":"Wild Shape", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", "CLASS_LEVELS":"Class levels", "CLERIC":"Cleric", "CLIMB":"Climb", + "CLOSE":"Close", "COINAGE":"Coinage", "COINS_CP":"CP", "COINS_EP":"EP", "COINS_GP":"GP", "COINS_PP":"PP", "COINS_SP":"SP", - "COIN_CONVERSION_GP_PER_CP":"Copper per Gold (100)", - "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold (2)", - "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum (10)", - "COIN_CONVERSION_GP_PER_SP":"Silver per Gold (10)", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", "COLD":"cold", "COLOR":"Color", "COMPONENTS":"Components", @@ -341,41 +416,72 @@ "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", "CONDENSE":"Condense", + "CONDITIONS":"Conditions", "CONDITION_IMMUNITIES":"Condition Immunities", "CONJURATION":"Conjuration", "CONSTITUTION":"Constitution", "CONTENT":"Content", + "CONTRACT":"Contract", "COPPER_PIECES":"Copper pieces", "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", - "CRIT_DAMAGE_TOOLTIP":"Determines the damage to roll for a crit. Normal weapon damage is not included.", "CRIT_RANGE":"Crit range", "CURRENT":"Current", "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", "CUSTOM_GOLD_VALUES":"Custom gold values", - "CUSTOM_NAME":"Custom name", "DAMAGE":"Damage", "DAMAGE_IMMUNITIES":"Damage Immunities", "DAMAGE_RESISTANCES":"Damage Resistances", "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", "DARKVISION":"Darkvision", "DC":"DC", + "DEAFENED":"Deafened", "DEATH":"Death", "DEATH_SAVES":"Death saves", "DEATH_SAVING_THROW":"Death saving throw", "DEATH_SAVING_THROWS":"Death saving throws", "DECEPTION":"Deception", - "DEFAULT_ABILITY":"Default ability", - "DEFAULT_ABILITY_TOOLTIP":"This will set the ability for saving throw DCs when importing a Spell or Attack. If \"Add Casting Modifier\" is also set on the importing item it will apply to the damage ability or heal ability as well.", "DEX":"Dex", "DEXTERITY":"Dexterity", "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", "DIE":"Die", "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", "DIVINATION":"Divination", "DMG":"DMG", + "DOCUMENTATION":"Documentation", "DONT":"Don't", "DRAGON":"Dragon", "DRUID":"Druid", @@ -386,9 +492,12 @@ "ENCHANTMENT":"Enchantment", "ENCUMBERED":"Encumbered", "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", "EQUIPMENT":"Equipment", "EVERY":"every", "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", "EXHAUSTION_LEVEL":"Exhaustion level", "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", "EXHAUSTION_LEVEL_2":"Speed halved", @@ -396,18 +505,24 @@ "EXHAUSTION_LEVEL_4":"Hit point maximum halved", "EXHAUSTION_LEVEL_5":"Speed reduced to 0", "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", "EXPERIENCE_POINTS":"Experience points", "EXPERTISE":"Expertise", "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", "EXPLODE":"explode", "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", "EYES":"Eyes", "FAILURES":"Failures", + "FEATS":"Feats", "FEATURES":"Features", "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", "FIELD":"Field", "FIGHTER":"Fighter", "FILTERS":"Filters", + "FIN":"Fin", "FINESSE":"Finesse", "FIRE":"fire", "FLAT_HEAL":"Flat heal", @@ -418,20 +533,38 @@ "FORTITUDE":"Fortitude", "FREEFORM":"Freeform", "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", "GARGANTUAN":"Gargantuan", "GENDER":"Gender", "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", "HAIR":"Hair", "HALFLING_LUCK":"Halfling Luck", "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", "HEAL":"Heal", "HEAL_FOR":"Heal for", "HEAVY_ARMOR":"Heavy Armor", "HEIGHT":"Height", + "HIDE":"Hide", "HIDE_INFO":"Hide info", "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", "HIDE_INFO_DAMAGE":"Hide damage", "HIDE_INFO_EFFECT":"Hide effect", "HIDE_INFO_FREETEXT":"Hide freetext", @@ -441,14 +574,17 @@ "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", - "HIDE_INFO_SPELL_CONTENT":"Hide spell content", "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", "HISTORY":"History", + "HIT":"Hit", "HIT_DICE":"Hit dice", "HIT_POINTS":"Hit points", "HIT_POINTS_ROLLED":"Hit points rolled", "HIT_POINTS_TEMP":"Temp HP", "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", "HOUSERULES":"Houserules", "HOVER":"Hover", "HUGE":"Huge", @@ -456,19 +592,30 @@ "IF_THE_TARGET_IS":"If the target is", "ILLUSION":"Illusion", "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", "INFLUENCE":"Influence", "INITIATIVE":"Initiative", - "INITIATIVE_ABILITY":"Initiative ability", - "INITIATIVE_BONUS":"Initiative bonus", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", "INSIGHT":"Insight", "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", "INSTANTANEOUS":"Instantaneous", "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", "INT":"Int", "INTELLIGENCE":"Intelligence", "INTIMIDATION":"Intimidation", "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", "LAIR_ACTIONS":"Lair Actions", "LANGUAGES":"Languages", "LARGE":"Large", @@ -483,18 +630,27 @@ "LEVELS":"levels", "LIGHTNING":"lightning", "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", "LONG_REST":"Long Rest", "MACROS":"Macros", "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", "MEDICINE":"Medicine", "MEDIUM":"Medium", "MEDIUM_ARMOR":"Medium Armor", "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", "MELEE":"Melee", - "MELEE_WEAPON":"Melee weapon (thrown)", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", "MISC":"Misc", "MISCELLANEOUS":"Miscellaneous", "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", "MONK":"Monk", "MOVEMENT":"Movement", "MULTIPLIER":"Multiplier", @@ -504,74 +660,125 @@ "NECROTIC":"necrotic", "NO":"No", "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", "NPC":"NPC", "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", "OR":"or", "OTHER":"Other", "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", "OTHER_TYPE":"Other (AoE, Cone, Line)", "OUTPUT":"Output", "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", "PASSIVE":"Passive", "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", "PC":"PC", "PERCEPTION":"Perception", "PERFORMANCE":"Performance", "PERSONALITY_TRAITS":"Personality traits", "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", "PIERCING":"piercing", "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", "POINTS_OF_ORIGIN":"Points of origin", "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", "PROF":"Prof", "PROFICIENCIES":"Proficiencies", "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", "PSYCHIC":"psychic", "PUBLIC_FOR_ALL":"Public for all to see", "QTY":"Qty", "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", "RADIANT":"radiant", "RANGE":"Range", "RANGED":"Ranged", - "RANGED_WEAPON":"Ranged weapon", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", "REACH":"Reach", "REACTION":"Reaction", "REACTIONS":"Reactions", "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", "REF":"Ref", "REFLEX":"Reflex", + "REGAIN":"Regain", "REGIONAL_EFFECTS":"Regional Effects", "RELIGION":"Religion", "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", "REQUIRES_API":"This feature requires the API", "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", "RESOURCES":"Resources", + "RESTRAINED":"Restrained", "RESTS":"Rests", "RITUAL":"Ritual", "ROGUE":"Rogue", "ROLL_2":"Roll 2", "ROLL_OPTIONS":"Roll options", "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", "SAVE":"Save", + "SAVE_DC":"Save DC", "SAVE_FAILURE":"Save Failure", "SAVE_SUCCESS":"Save Success", "SAVING_DC":"Saving DC", "SAVING_THROW":"Saving throw", "SAVING_THROWS":"Saving throws", "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", "SENSES":"Senses", "SHEET":"Sheet", "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", "SHORT_REST":"Short Rest", "SHOW_ALL":"Show all", - "SHOW_PASSIVE":"Show passive", "SHOW_RESTS":"Show Rests", "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", @@ -582,15 +789,16 @@ "SIZE":"Size", "SKILL":"Skill", "SKILLS":"Skills", - "SKILL_SELECT_EXPERTISE":"✗    Expertise", - "SKILL_SELECT_PROFICIENT":"✓    Proficient", - "SKILL_SELECT_UNPROFICIENT":"—   Unproficient", + "SKILL_SHEET_SETTING":"–   Sheet setting", "SKIN":"Skin", "SLASHING":"slashing", "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", "SMALL":"Small", "SOCIETY":"Society", "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", "SOURCE":"Source", "SOURCE_TO_TARGET":"Source → Target", "SPECIAL":"Special", @@ -599,50 +807,67 @@ "SPELL":"Spell", "SPELLCASTING":"Spellcasting", "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", "SPELL_LEVEL":"Spell level", "SPELL_MUST_HAVE":"Spells must have", "SPELL_POINTS":"Spell points", - "SPELL_POINTS_TITLE":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", "SPELL_SLOTS":"Spell slots", "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", "STATBLOCK":"Statblock", "STEALTH":"Stealth", "STR":"Str", "STRENGTH":"Strength", "STR_13":"Str 13", "STR_15":"Str 15", + "STUNNED":"Stunned", "SUCCESSES":"Successes", + "SUMMONER":"Summoner", "SURVIVAL":"Survival", "SWIM":"Swim", "TARGET":"Target", "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", "TEXT_SIZE":"Text size", "THUNDER":"thunder", "TINY":"Tiny", "TOTAL":"Total", "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", "TO_TRACKER":"Send to Tracker", "TRACKER":"Tracker", "TRAITS":"Traits", "TRANSMUTATION":"Transmutation", "TREMORSENSE":"Tremorsense", "TRUESIGHT":"Truesight", + "TURN":"Turn", "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", "TYPE":"Type", "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", "UNPROFICIENT":"Unproficient", "UNTIL_DISPELLED":"Until dispelled", "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", - "USED":"Used", "USES":"Uses", "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", - "VISION":"Vision", + "VERSATILE":"Versatile", "VS":"vs", "VS_FIEND_OR_UNDEAD":"vs undead or fiend", "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", "WARLOCK_SPELL_SLOTS":"Warlock spell slots", "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", "WHISPERED_TO_GM":"Whispered to the GM", "WILL":"Will", "WIS":"Wis", diff --git a/5eShaped/translations/zh.json b/5eShaped/translations/zh.json new file mode 100644 index 0000000000..08e92d5853 --- /dev/null +++ b/5eShaped/translations/zh.json @@ -0,0 +1,877 @@ +{ + "0":"0", + "10TH_LEVEL":"10th-level", + "10_DAYS":"10 days", + "10_MINUTES":"10 minutes", + "11TH_LEVEL":"11th-level", + "12TH_LEVEL":"12th-level", + "12_HOURS":"12 hours", + "13TH_LEVEL":"13th-level", + "14TH_LEVEL":"14th-level", + "15TH_LEVEL":"15th-level", + "16TH_LEVEL":"16th-level", + "17TH_LEVEL":"17th-level", + "18TH_LEVEL":"18th-level", + "19TH_LEVEL":"19th-level", + "1ST":"1st", + "1ST_LEVEL":"1st-level", + "1_ACTION":"1 action", + "1_BONUS_ACTION":"1 bonus action", + "1_HOUR":"1 hour", + "1_MINUTE":"1 minutes", + "1_REACTION":"1 reaction", + "1_ROUND":"1 round", + "20TH_LEVEL":"20th-level", + "21ST_LEVEL":"21st-level", + "22ND_LEVEL":"22nd-level", + "23RD_LEVEL":"23rd-level", + "24TH_LEVEL":"24th-level", + "24_HOURS":"24 hours", + "25TH_LEVEL":"25th-level", + "26TH_LEVEL":"26th-level", + "27TH_LEVEL":"27th-level", + "28TH_LEVEL":"28th-level", + "29TH_LEVEL":"29th-level", + "2ND":"2nd", + "2ND_LEVEL":"2nd-level", + "30TH_LEVEL":"30th-level", + "30_DAYS":"30 days", + "3RD":"3rd", + "3RD_LEVEL":"3rd-level", + "4TH":"4th", + "4TH_LEVEL":"4th-level", + "5TH":"5th", + "5TH_LEVEL":"5th-level", + "6TH":"6th", + "6TH_LEVEL":"6th-level", + "7TH":"7th", + "7TH_LEVEL":"7th-level", + "7_DAYS":"7 days", + "8TH":"8th", + "8TH_LEVEL":"8th-level", + "8_HOURS":"8 hours", + "9TH":"9th", + "9TH_LEVEL":"9th-level", + "ABILITY":"Ability", + "ABILITY_CHECK":"Ability check", + "ABILITY_CHECKS":"Ability checks", + "ABILITY_CHECKS_QUERY":"Ability checks query", + "ABILITY_SCORES":"Ability scores", + "ABJURATION":"Abjuration", + "AC":"AC", + "ACID":"acid", + "ACROBATICS":"Acrobatics", + "ACTION":"Action", + "ACTIONS":"Actions", + "AC_ARMORED":"Armored AC", + "AC_UNARMORED":"Unarmored AC", + "AC_UNARMORED_ABILITY":"Unarmored ability", + "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency to unproficient saving throws", + "ADVANTAGE":"Advantage", + "AGE":"Age", + "ALIGNMENT":"Alignment", + "ALL":"All", + "AMMO":"Ammo", + "AMMO_AUTO_USE":"Automatically use ammo", + "AMMO_WEIGHT":"Ammo weight", + "AMPHIBIOUS":"Amphibious", + "ANIMALHANDLING":"Animal Handling", + "API":"API", + "APPEARANCE":"Appearance", + "ARCANA":"Arcana", + "ARMOR":"Armor", + "ARMORED_AND_UNARMORED":"Armored and Unarmored", + "ARMOR_CLASS":"Armor class", + "ARROWS":"Arrows", + "ARTIFICER":"Artificer (2017)", + "AS":"as", + "ATHLETICS":"Athletics", + "ATK":"ATK", + "ATTACHERS":"Attachers", + "ATTACK":"Attack", + "ATTACKS":"Attacks", + "AT_WILL":"at will", + "AUTO":"Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"Automatically expend spell resources", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"Automatic higher level queries", + "AUTO_REVERT_ADV":"Automatically revert (dis)advantage", + "AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities", + "AVG":"avg", + "BACKGROUND":"Background", + "BACKSTORY":"Backstory", + "BARBARIAN":"Barbarian", + "BARD":"Bard", + "BASE_DC":"Base DC", + "BIG":"Big", + "BITE":"Bite", + "BLINDED":"Blinded", + "BLINDSIGHT":"Blindsight", + "BLIND_BEYOND":"Blind beyond", + "BLUDGEONING":"bludgeoning", + "BONDS":"Bonds", + "BONUS":"Bonus", + "BONUSES":"Bonuses", + "BONUSES_AND_PENALTIES":"Bonuses & Penalties", + "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one", + "BREAK_TIES":"Break ties", + "BURROW":"Burrow", + "CANCEL":"Cancel", + "CANTRIP":"Cantrip", + "CANTRIPS":"Cantrips", + "CAN_HAVE":"Can have", + "CARRIED":"Carried", + "CARRYING_CAPACITY":"Carrying capacity", + "CARRYING_PUSH_DRAG_LIFT":"Push\/Drag\/Lift", + "CASTERS_FULL":"Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)", + "CASTERS_HALF":"Half (5th level: Paladin, Ranger)", + "CASTERS_THIRD":"Third (3rd level: Arcane Archetypes)", + "CASTING_TIME":"Casting Time", + "CHA":"Cha", + "CHALLENGE":"Challenge", + "CHARACTER":"Character", + "CHARACTER_NAME":"Character name", + "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates", + "CHARISMA":"Charisma", + "CHARMED":"Charmed", + "CHECK":"Check", + "CHECK_BONUS":"Check bonus", + "CHOOSE_WHEN_ROLLING":"Choose when rolling", + "CLASS":"Class", + "CLASS_AND_LEVEL":"Class & Level", + "CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab", + "CLASS_FEATURES":"Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"Wondrous Invention", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"Brutal Critical", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Danger Sense", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Fast Movement", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Your speed increases by 10 feet while you aren't wearing heavy armor.", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Feral Instinct", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"Indomitable Might", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"If your total for a Strength check is less than your Strength score, you can use that score in place of the total.", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"Persistent Rage", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"Primal Champion", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.", + "CLASS_FEATURE_BARBARIAN_RAGE":"Rage", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"Reckless Attack", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"Relentless Rage", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"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.\nOnce 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.", + "CLASS_FEATURE_BARD_COUNTERCHARM":"Countercharm", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "CLASS_FEATURE_BARD_EXPERTISE":"Expertise", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"Magical Secrets", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "CLASS_FEATURE_BARD_SONG_OF_REST":"Song of Rest", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"Superior Inspiration", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"Turn Undead (Channel Divinity)", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"Divine Intervention", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can't use thisfeature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.", + "CLASS_FEATURE_DRUID_ARCHDRUID":"Archdruid", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"You can use your Wild Shape an unlimited number of times.\nAdditionally, 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.", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"Beast Spells", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components", + "CLASS_FEATURE_DRUID_DRUIDIC":"Druidic", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"Wild Shape", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"that doesn't have a flying speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"that doesn't have a flying or swimming speed", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.\n•When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.\n•You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.", + "CLASS_FEATURE_EXTRA_ATTACK":"Extra Attack", + "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"four times", + "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"You can attack NUMBER_OF_TIMES, instead of once, whenever you take the Attack action on your turn.", + "CLASS_FEATURE_EXTRA_ATTACK_THREE":"three times", + "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"twice", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.", + "CLASS_FEATURE_MONK_EVASION":"Evasion", + "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.", + "CLASS_FEATURE_MONK_KI":"Ki", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.", + "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.", + "CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"Step of the Wind", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"Stillness of Mind", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"Stunning Strike", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"You can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"Timeless Body", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"Tongue of the Sun and Moon", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"Unarmored Defense", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"Unarmored Movement", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"Aura of Courage", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"You and friendly creatures within AURA_RANGE feet of you can't be frightened while you are conscious.", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"Aura of Protection", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"Channel Divinity", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"Cleaning Touch", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"You can use your action to end one spell on yourself or on one willing creature that you touch.", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"Divine Health", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"The divine magic flowing through you makes you immune to disease.", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"Divine Sense", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"Divine Smite", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"Fighting Style (Paladin)", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"Improved Divine Smite", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"Lay on Hands", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"Fighting Style (Ranger UA)", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"Fleet of Foot", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"You can use the Dash action as a bonus action on your turn.", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"Greater Favored Enemy", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beastas an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.", + "CLASS_FEATURE_RANGERUA_VANISH":"Vanish", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"Favored Enemy", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"Feral Senses", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"Fighting Style (Ranger)", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"Foe Slayer", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"Hide in Plain Sight", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"Land's Stride", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"Natural Explorer", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn't slow your group's travel.\n•Your group can't become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"Primeval Awareness", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.", + "CLASS_FEATURE_RANGER_VANISH":"Vanish", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"Blindsense", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"Cunning Action", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.", + "CLASS_FEATURE_ROGUE_ELUSIVE":"Elusive", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.", + "CLASS_FEATURE_ROGUE_EVASION":"Evasion", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.", + "CLASS_FEATURE_ROGUE_EXPERTISE":"Expertise", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"Reliable Talent", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"Slippery Mind", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"Sneak Attack", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"Stroke of Luck", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"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.", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"Thieves' Cant", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you tohide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves onthe run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "CLASS_FEATURE_SORCERER_METAMAGIC":"Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"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.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "CLASS_LEVELS":"Class levels", + "CLERIC":"Cleric", + "CLIMB":"Climb", + "CLOSE":"Close", + "COINAGE":"Coinage", + "COINS_CP":"CP", + "COINS_EP":"EP", + "COINS_GP":"GP", + "COINS_PP":"PP", + "COINS_SP":"SP", + "COIN_CONVERSION_GP_PER_CP":"Copper per Gold", + "COIN_CONVERSION_GP_PER_EP":"Electrum per Gold", + "COIN_CONVERSION_GP_PER_PP":"Gold per Platinum", + "COIN_CONVERSION_GP_PER_SP":"Silver per Gold", + "COLD":"cold", + "COLOR":"Color", + "COMPONENTS":"Components", + "COMPONENTS_M":"M", + "COMPONENTS_S":"S", + "COMPONENTS_S_M":"S, M", + "COMPONENTS_V":"V", + "COMPONENTS_V_M":"V, M", + "COMPONENTS_V_S":"V, S", + "COMPONENTS_V_S_M":"V, S, M", + "CON":"Con", + "CONC":"Conc", + "CONCENTRATION":"Concentration", + "CONCENTRATION_UP_TO_10_MINUTES":"Concentration, up to 10 minute", + "CONCENTRATION_UP_TO_12_HOURS":"Concentration, up to 12 hours", + "CONCENTRATION_UP_TO_1_HOUR":"Concentration, up to 1 hour", + "CONCENTRATION_UP_TO_1_MINUTE":"Concentration, up to 1 minute", + "CONCENTRATION_UP_TO_1_ROUND":"Concentration, up to 1 round", + "CONCENTRATION_UP_TO_24_HOURS":"Concentration, up to 24 hours", + "CONCENTRATION_UP_TO_2_HOURS":"Concentration, up to 2 hours", + "CONCENTRATION_UP_TO_6_ROUNDS":"Concentration, up to 6 rounds", + "CONCENTRATION_UP_TO_8_HOURS":"Concentration, up to 8 hours", + "CONDENSE":"Condense", + "CONDITIONS":"Conditions", + "CONDITION_IMMUNITIES":"Condition Immunities", + "CONJURATION":"Conjuration", + "CONSTITUTION":"Constitution", + "CONTENT":"Content", + "CONTRACT":"Contract", + "COPPER_PIECES":"Copper pieces", + "CORE":"Core", + "COST":"Cost", + "COSTS_2_ACTIONS":"Costs 2 Actions", + "COSTS_3_ACTIONS":"Costs 3 Actions", + "CREATE_CLASS_FEATURES":"Create class features", + "CRIT":"Crit", + "CRITICAL_DAMAGE":"Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"Critical damage is maximized", + "CRIT_ATTACHER_TOOLTIP":"Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", + "CRIT_RANGE":"Crit range", + "CURRENT":"Current", + "CUSTOM":"Custom", + "CUSTOM_CLASSES":"Custom classes", + "CUSTOM_CLASS_NAME":"Custom class name", + "CUSTOM_GOLD_VALUES":"Custom gold values", + "DAMAGE":"Damage", + "DAMAGE_IMMUNITIES":"Damage Immunities", + "DAMAGE_RESISTANCES":"Damage Resistances", + "DAMAGE_VULNERABILITIES":"Damage Vulnerabilities", + "DARKVISION":"Darkvision", + "DC":"DC", + "DEAFENED":"Deafened", + "DEATH":"Death", + "DEATH_SAVES":"Death saves", + "DEATH_SAVING_THROW":"Death saving throw", + "DEATH_SAVING_THROWS":"Death saving throws", + "DECEPTION":"Deception", + "DEX":"Dex", + "DEXTERITY":"Dexterity", + "DICE":"Dice", + "DICE_MODIFIERS":"Dice modifiers", + "DIE":"Die", + "DISADVANTAGE":"Disadvantage", + "DISPLAY":"Display", + "DISPLAY_AUDITORY":"Auditory", + "DISPLAY_AUDITORY_MATERIAL":"Auditory, Material", + "DISPLAY_AUDITORY_MENTAL":"Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY":"Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL":"Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"Auditory, Visual, Material", + "DISPLAY_MATERIAL":"Material", + "DISPLAY_MENTAL":"Mental", + "DISPLAY_MENTAL_MATERIAL":"Mental, Material", + "DISPLAY_MENTAL_OLFACTORY":"Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL":"Mental, Visual", + "DISPLAY_OLFACTORY":"Olfactory", + "DISPLAY_OLFACTORY_MATERIAL":"Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL":"Olfactory, Visual", + "DISPLAY_TEXT":"Display text", + "DISPLAY_VISUAL":"Visual", + "DISPLAY_VISUAL_MATERIAL":"Visual, Material", + "DISTANCE":"Distance", + "DIVINATION":"Divination", + "DMG":"DMG", + "DOCUMENTATION":"Documentation", + "DONT":"Don't", + "DRAGON":"Dragon", + "DRUID":"Druid", + "DURATION":"Duration", + "EFFECT":"Effect", + "ELECTRUM_PIECES":"Electrum pieces", + "EMOTE":"Emote", + "ENCHANTMENT":"Enchantment", + "ENCUMBERED":"Encumbered", + "ENCUMBERED_HEAVILY":"H. Encumbered", + "ENCUMBRANCE_MULTIPLIER":"Encumbrance multiplier", + "ENGINEERING":"Engineering", + "EQUIPMENT":"Equipment", + "EVERY":"every", + "EVOCATION":"Evocation", + "EXHAUSTION":"Exhaustion", + "EXHAUSTION_LEVEL":"Exhaustion level", + "EXHAUSTION_LEVEL_1":"Disadvantage on ability checks", + "EXHAUSTION_LEVEL_2":"Speed halved", + "EXHAUSTION_LEVEL_3":"Disadvantage on attack rolls and saving throws", + "EXHAUSTION_LEVEL_4":"Hit point maximum halved", + "EXHAUSTION_LEVEL_5":"Speed reduced to 0", + "EXHAUSTION_LEVEL_6":"Death", + "EXPAND":"Expand", + "EXPERIENCE_POINTS":"Experience points", + "EXPERTISE":"Expertise", + "EXPERTISE_AS_ADVANTAGE":"Expertise as Advantage when importing", + "EXPLODE":"explode", + "EXTRAS":"Extras", + "EXTRA_ON_A_CRIT":"extra on a crit", + "EYES":"Eyes", + "FAILURES":"Failures", + "FEATS":"Feats", + "FEATURES":"Features", + "FEATURES_AND_TRAITS":"Features & Traits", + "FEET":"Feet", + "FEET_ABBREVIATION":"ft.", + "FIELD":"Field", + "FIGHTER":"Fighter", + "FILTERS":"Filters", + "FIN":"Fin", + "FINESSE":"Finesse", + "FIRE":"fire", + "FLAT_HEAL":"Flat heal", + "FLAWS":"Flaws", + "FLY":"Fly", + "FORCE":"force", + "FORT":"Fort", + "FORTITUDE":"Fortitude", + "FREEFORM":"Freeform", + "FREETEXT":"Freetext", + "FRIGHTENED":"Frightened", + "GARGANTUAN":"Gargantuan", + "GENDER":"Gender", + "GENERATE_SKILLS":"Generate skills", + "GLOBAL_ATTACK_BONUS":"global attack bonus", + "GLOBAL_CHECK_BONUS":"global check bonus", + "GLOBAL_DAMAGE_BONUS":"global damage bonus", + "GLOBAL_MELEE_ATTACK_BONUS":"global melee attack bonus", + "GLOBAL_MELEE_DAMAGE_BONUS":"global melee damage bonus", + "GLOBAL_RANGED_ATTACK_BONUS":"global ranged attack bonus", + "GLOBAL_RANGED_DAMAGE_BONUS":"global ranged damage bonus", + "GLOBAL_SAVING_THROW_BONUS":"global saving throw bonus", + "GLOBAL_SPELL_ATTACK_BONUS":"global spell attack bonus", + "GLOBAL_SPELL_DAMAGE_BONUS":"global spell damage bonus", + "GLOBAL_SPELL_HEAL_BONUS":"global spell heal bonus", + "GOLD_PIECES":"Gold pieces", + "GRAPPLED":"Grappled", + "HAIR":"Hair", + "HALFLING_LUCK":"Halfling Luck", + "HALF_DAMAGE":"half damage", + "HALF_ORC_SAVAGE_ATTACKS":"Half-Orc savage attacks", + "HALF_PROFICIENCY":"half proficiency", + "HEAL":"Heal", + "HEAL_FOR":"Heal for", + "HEAVY_ARMOR":"Heavy Armor", + "HEIGHT":"Height", + "HIDE":"Hide", + "HIDE_INFO":"Hide info", + "HIDE_INFO_ABILITY_CHECKS":"Hide ability checks", + "HIDE_INFO_ATTACK":"Hide attack", + "HIDE_INFO_CONTENT":"Hide content", + "HIDE_INFO_COST":"Hide cost", + "HIDE_INFO_DAMAGE":"Hide damage", + "HIDE_INFO_EFFECT":"Hide effect", + "HIDE_INFO_FREETEXT":"Hide freetext", + "HIDE_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_RECHARGE":"Hide recharge", + "HIDE_INFO_SAVING_THROWS":"Hide saving throws", + "HIDE_INFO_SAVING_THROW_DC":"Hide saving throw DC", + "HIDE_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure", + "HIDE_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success", + "HIGHER_LEVEL":"Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT":"Higher level flat amount", + "HISTORY":"History", + "HIT":"Hit", + "HIT_DICE":"Hit dice", + "HIT_POINTS":"Hit points", + "HIT_POINTS_ROLLED":"Hit points rolled", + "HIT_POINTS_TEMP":"Temp HP", + "HIT_POINTS_TEMPORARY":"Temporary hit points", + "HON":"Hon", + "HONOR":"Honor", + "HOUSERULES":"Houserules", + "HOVER":"Hover", + "HUGE":"Huge", + "IDEALS":"Ideals", + "IF_THE_TARGET_IS":"If the target is", + "ILLUSION":"Illusion", + "IMPORT":"Import", + "INCAPACITATED":"Incapacitated", + "INFLUENCE":"Influence", + "INITIATIVE":"Initiative", + "INITIATIVE_BONUS":"initiative bonus", + "INNATE_SPELLCASTING":"Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL":"requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL":"requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1":"The", + "INNATE_SPELLCASTING_TEXT_2":"'s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3":"can innately cast the following spells,", + "INSIGHT":"Insight", + "INSPIRATION":"Inspiration", + "INSPIRATION_MULTIPLE":"Multiple inspiration", + "INSTANTANEOUS":"Instantaneous", + "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour", + "INT":"Int", + "INTELLIGENCE":"Intelligence", + "INTIMIDATION":"Intimidation", + "INVESTIGATION":"Investigation", + "INVISIBLE":"Invisible", + "JACK_OF_ALL_TRADES":"Jack of all trades", + "KI":"Ki", + "KILOGRAMS":"Kilograms", + "KNOWN":"Known", + "LAIR_ACTIONS":"Lair Actions", + "LANGUAGES":"Languages", + "LARGE":"Large", + "LAWFUL_EVIL":"lawful evil", + "LBS":"lbs", + "LEGENDARY_ACTIONS":"Legendary Actions", + "LEGENDARY_ACTIONS_TEXT_1":"The", + "LEGENDARY_ACTIONS_TEXT_2":"can take", + "LEGENDARY_ACTIONS_TEXT_3":"legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The", + "LEGENDARY_ACTIONS_TEXT_4":"regains spent legendary actions at the start of its turn.", + "LEVEL":"Level", + "LEVELS":"levels", + "LIGHTNING":"lightning", + "LIGHT_ARMOR":"Light Armor", + "LIMIT":"Limit", + "LONGER":"Longer", + "LONGSWORD":"Longsword", + "LONG_REST":"Long Rest", + "MACROS":"Macros", + "MAX":"Max", + "MEASUREMENT_SYSTEMS":"Measurement systems", + "MEDICINE":"Medicine", + "MEDIUM":"Medium", + "MEDIUM_ARMOR":"Medium Armor", + "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex", + "MELEE":"Melee", + "MELEE_OR_RANGED_WEAPON_ATTACK":"Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK":"Melee Spell Attack", + "MELEE_WEAPON_ATTACK":"Melee Weapon Attack", + "METERS":"Meters", + "METERS_ABBREVIATION":"m.", + "MISC":"Misc", + "MISCELLANEOUS":"Miscellaneous", + "MISCELLANEOUS_NOTES":"Miscellaneous notes", + "MOD":"mod", + "MONK":"Monk", + "MOVEMENT":"Movement", + "MULTIPLIER":"Multiplier", + "NAME":"Name", + "NATURE":"Nature", + "NECROMANCY":"Necromancy", + "NECROTIC":"necrotic", + "NO":"No", + "NORMAL":"Normal", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"No extra damage on a critical hit from the default damage", + "NPC":"NPC", + "ONE_CREATURE":"one creature", + "ONE_TARGET":"one target", + "OR":"or", + "OTHER":"Other", + "OTHER_ARMOR":"Other Armor", + "OTHER_DAMAGE":"Other damage", + "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages", + "OTHER_TYPE":"Other (AoE, Cone, Line)", + "OUTPUT":"Output", + "PALADIN":"Paladin", + "PARALYZED":"Paralyzed", + "PASSIVE":"Passive", + "PASSIVE_ABILITY_CHECK":"Passive ability check", + "PASSIVE_SKILLS":"Passive skills", + "PC":"PC", + "PERCEPTION":"Perception", + "PERFORMANCE":"Performance", + "PERSONALITY_TRAITS":"Personality traits", + "PERSUASION":"Persuasion", + "PER_LEVEL":"per level", + "PER_USE":"per use", + "PETRIFIED":"Petrified", + "PIERCING":"piercing", + "PLATINUM_PIECES":"Platinum pieces", + "PLUS":"plus", + "POINTS":"Points", + "POINTS_OF_ORIGIN":"Points of origin", + "POISON":"poison", + "POISONED":"Poisoned", + "POUNDS":"Pounds", + "PREPARED":"Prepared", + "PREPARED_MATTERS":"Prepared matters", + "PROCESSING_CLOSE_MESSAGE":"If the image is moving at a normal speed and the sheet is responsive, feel free to:", + "PROCESSING_MESSAGE":"While the sheet is processing do not close the sheet.", + "PROCESSING_TITLE":"Processing", + "PROF":"Prof", + "PROFICIENCIES":"Proficiencies", + "PROFICIENCY_BONUS":"Proficiency Bonus", + "PROFICIENCY_DICE":"Proficiency dice", + "PROFICIENT":"Proficient", + "PRONE":"Prone", + "PSION":"Psion", + "PSIONICS":"Psionics", + "PSIONICS_FULL":"Psionics Full (Psion)", + "PSIONICS_HALF":"Psionics Half (Soulknife)", + "PSIONICS_THIRD":"Psionics Third (Cryptic)", + "PSI_LIMIT":"Psi Limit", + "PSI_POINTS":"Psi Points", + "PSYCHIC":"psychic", + "PUBLIC_FOR_ALL":"Public for all to see", + "QTY":"Qty", + "QUERY":"Query", + "QUERY_ADVANTAGE_DEFAULT":"Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT":"Query (Disadvantage default)", + "QUICK":"Quick", + "RACE":"Race", + "RACIAL_FEATURE_POWERFUL_BUILD":"Powerful build", + "RACIAL_TRAITS":"Racial traits", + "RADIANT":"radiant", + "RANGE":"Range", + "RANGED":"Ranged", + "RANGED_SPELL_ATTACK":"Ranged Spell Attack", + "RANGED_WEAPON_ATTACK":"Ranged Weapon Attack", + "RANGER":"Ranger", + "RANGERUA":"Ranger UA (2016)", + "REACH":"Reach", + "REACTION":"Reaction", + "REACTIONS":"Reactions", + "RECHARGE":"Recharge", + "RECHARGE_2_6":"Recharge 2-6", + "RECHARGE_3_6":"Recharge 3-6", + "RECHARGE_4_6":"Recharge 4-6", + "RECHARGE_5_6":"Recharge 5-6", + "RECHARGE_6":"Recharge 6", + "RECHARGE_AFTER_LONG_REST":"Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"Recharges after a Short or Long Rest", + "REDUCED_MAX":"Reduced max", + "REDUCED_MAX_HIT_POINTS":"Reduced max hit points", + "REF":"Ref", + "REFLEX":"Reflex", + "REGAIN":"Regain", + "REGIONAL_EFFECTS":"Regional Effects", + "RELIGION":"Religion", + "REMARKABLE_ATHLETE":"Remarkable Athlete", + "REPEAT":"Repeat", + "REPORT_AN_ISSUE":"Report an issue", + "REQUIRES_API":"This feature requires the API", + "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities", + "RESOURCES":"Resources", + "RESTRAINED":"Restrained", + "RESTS":"Rests", + "RITUAL":"Ritual", + "ROGUE":"Rogue", + "ROLL_2":"Roll 2", + "ROLL_OPTIONS":"Roll options", + "ROLL_TEMPLATE":"Roll template", + "SAN":"San", + "SANITY":"Sanity", + "SAVE":"Save", + "SAVE_DC":"Save DC", + "SAVE_FAILURE":"Save Failure", + "SAVE_SUCCESS":"Save Success", + "SAVING_DC":"Saving DC", + "SAVING_THROW":"Saving throw", + "SAVING_THROWS":"Saving throws", + "SAVING_THROWS_QUERY":"Saving throws query", + "SAVING_THROW_BONUS":"saving throw bonus", + "SAVING_THROW_DC":"Saving throw DC", + "SECOND_DAMAGE":"Second damage", + "SENSES":"Senses", + "SHEET":"Sheet", + "SHEET_OUTPUT":"Sheet output", + "SHEET_SETTING":"Sheet setting", + "SHIELD":"Shield", + "SHORT_OR_LONG_REST":"Short or Long Rest", + "SHORT_REST":"Short Rest", + "SHOW_ALL":"Show all", + "SHOW_RESTS":"Show Rests", + "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"Show levels if all slots are used", + "SHOW_TARGET_AC_ON_ATTACKS":"Target's AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS":"Target's name on Attacks and Saves", + "SHOW_TOTALS":"Show totals", + "SHOW_UNPREPARED_SPELLS":"Show unprepared spells", + "SILVER_PIECES":"Silver pieces", + "SIZE":"Size", + "SKILL":"Skill", + "SKILLS":"Skills", + "SKILL_SHEET_SETTING":"–   Sheet setting", + "SKIN":"Skin", + "SLASHING":"slashing", + "SLEIGHTOFHAND":"Sleight of Hand", + "SLOTS":"Slots", + "SMALL":"Small", + "SOCIETY":"Society", + "SORCERER":"Sorcerer", + "SORCERY_POINTS":"Sorcery Points", + "SOULKNIFE":"Soulknife", + "SOURCE":"Source", + "SOURCE_TO_TARGET":"Source → Target", + "SPECIAL":"Special", + "SPECIAL_EFFECTS":"Special effects", + "SPEED":"Speed", + "SPELL":"Spell", + "SPELLCASTING":"Spellcasting", + "SPELLCASTING_LEVEL":"Spellcasting level", + "SPELLCASTING_TEXT_1":"The", + "SPELLCASTING_TEXT_2":"is a", + "SPELLCASTING_TEXT_3":"spellcaster. Its spellcasting ability is", + "SPELLCASTING_TEXT_4":"has the following", + "SPELLCASTING_TEXT_5":"spells prepared", + "SPELLS":"Spells", + "SPELLS_ON_CORE":"Show spells on the core page", + "SPELLS_TAB":"Spells tab", + "SPELL_ATTACK":"Spell attack", + "SPELL_LEVEL":"Spell level", + "SPELL_MUST_HAVE":"Spells must have", + "SPELL_POINTS":"Spell points", + "SPELL_SAVE_DC":"spell save DC", + "SPELL_SAVING_THROW":"Spell saving throw", + "SPELL_SLOTS":"Spell slots", + "SPELL_SLOTS_TITLE":"Spell slots", + "SPELL_TO_HIT":"to hit with spell attacks", + "STATBLOCK":"Statblock", + "STEALTH":"Stealth", + "STR":"Str", + "STRENGTH":"Strength", + "STR_13":"Str 13", + "STR_15":"Str 15", + "STUNNED":"Stunned", + "SUCCESSES":"Successes", + "SUMMONER":"Summoner", + "SURVIVAL":"Survival", + "SWIM":"Swim", + "TARGET":"Target", + "TARGET_TO_SOURCE":"Target → Source", + "TEMP":"Temp", + "TEXT_SIZE":"Text size", + "THUNDER":"thunder", + "TINY":"Tiny", + "TOTAL":"Total", + "TOTAL_GOLD_VALUE":"Total gold value", + "TO_HIT":"to hit", + "TO_TRACKER":"Send to Tracker", + "TRACKER":"Tracker", + "TRAITS":"Traits", + "TRANSMUTATION":"Transmutation", + "TREMORSENSE":"Tremorsense", + "TRUESIGHT":"Truesight", + "TURN":"Turn", + "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"", + "TYPE":"Type", + "UNARMORED":"Unarmored", + "UNCONSCIOUS":"Unconscious", + "UNPROFICIENT":"Unproficient", + "UNTIL_DISPELLED":"Until dispelled", + "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered", + "USES":"Uses", + "USE_CUSTOM_SAVING_THROWS":"Use custom saving throws", + "VERSATILE":"Versatile", + "VS":"vs", + "VS_FIEND_OR_UNDEAD":"vs undead or fiend", + "WARLOCK":"Warlock", + "WARLOCK_SLOTS":"Warlock slots", + "WARLOCK_SPELL_SLOTS":"Warlock spell slots", + "WEIGHT":"Weight", + "WEIGHT_PER_COIN":"Weight per coin", + "WHISPERED_TO_GM":"Whispered to the GM", + "WILL":"Will", + "WIS":"Wis", + "WISDOM":"Wisdom", + "WIZARD":"Wizard", + "YES":"Yes" +} \ No newline at end of file diff --git a/5eShaped/translations/zu.json b/5eShaped/translations/zu.json index a121124a7b..39e5dd4c8a 100644 --- a/5eShaped/translations/zu.json +++ b/5eShaped/translations/zu.json @@ -1,652 +1,877 @@ { - "10_DAYS":"crwdns7414:0crwdne7414:0", - "10_MINUTES":"crwdns7408:0crwdne7408:0", - "12_HOURS":"crwdns7411:0crwdne7411:0", - "1ST":"crwdns7763:0crwdne7763:0", - "1ST_LEVEL":"crwdns7764:0crwdne7764:0", - "1_ACTION":"crwdns7404:0crwdne7404:0", - "1_BONUS_ACTION":"crwdns7405:0crwdne7405:0", - "1_HOUR":"crwdns7409:0crwdne7409:0", - "1_MINUTE":"crwdns7407:0crwdne7407:0", - "1_REACTION":"crwdns7406:0crwdne7406:0", - "1_ROUND":"crwdns7420:0crwdne7420:0", - "24_HOURS":"crwdns7412:0crwdne7412:0", - "2ND":"crwdns7765:0crwdne7765:0", - "2ND_LEVEL":"crwdns7766:0crwdne7766:0", - "30_DAYS":"crwdns7415:0crwdne7415:0", - "3RD":"crwdns7767:0crwdne7767:0", - "3RD_LEVEL":"crwdns7768:0crwdne7768:0", - "4TH":"crwdns7769:0crwdne7769:0", - "4TH_LEVEL":"crwdns7770:0crwdne7770:0", - "5TH":"crwdns7771:0crwdne7771:0", - "5TH_LEVEL":"crwdns7772:0crwdne7772:0", - "6TH":"crwdns7773:0crwdne7773:0", - "6TH_LEVEL":"crwdns7774:0crwdne7774:0", - "7TH":"crwdns7775:0crwdne7775:0", - "7TH_LEVEL":"crwdns7776:0crwdne7776:0", - "7_DAYS":"crwdns7413:0crwdne7413:0", - "8TH":"crwdns7777:0crwdne7777:0", - "8TH_LEVEL":"crwdns7778:0crwdne7778:0", - "8_HOURS":"crwdns7410:0crwdne7410:0", - "9TH":"crwdns7779:0crwdne7779:0", - "9TH_LEVEL":"crwdns7780:0crwdne7780:0", - "ABILITY":"crwdns6852:0crwdne6852:0", - "ABILITY_CHECK":"crwdns7440:0crwdne7440:0", - "ABILITY_CHECKS":"crwdns6853:0crwdne6853:0", - "ABILITY_CHECKS_QUERY":"crwdns6854:0crwdne6854:0", - "ABILITY_SCORES":"crwdns6855:0crwdne6855:0", - "ABJURATION":"crwdns6856:0crwdne6856:0", - "AC":"crwdns6857:0crwdne6857:0", - "ACID":"crwdns6858:0crwdne6858:0", - "ACROBATICS":"crwdns6859:0crwdne6859:0", - "ACTION":"crwdns6860:0crwdne6860:0", - "ACTIONS":"crwdns6861:0crwdne6861:0", - "AC_ARMORED":"crwdns6862:0crwdne6862:0", - "AC_UNARMORED":"crwdns6863:0crwdne6863:0", - "AC_UNARMORED_ABILITY":"crwdns6864:0crwdne6864:0", - "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"crwdns8213:0crwdne8213:0", - "ADVANTAGE":"crwdns6866:0crwdne6866:0", - "AGE":"crwdns6867:0crwdne6867:0", - "ALIGNMENT":"crwdns6868:0crwdne6868:0", - "ALL":"crwdns6869:0crwdne6869:0", - "AMMO":"crwdns6870:0crwdne6870:0", - "AMMO_AUTO_USE":"crwdns6871:0crwdne6871:0", - "AMMO_WEIGHT":"crwdns6872:0crwdne6872:0", - "AMPHIBIOUS":"crwdns7439:0crwdne7439:0", - "ANIMALHANDLING":"crwdns6873:0crwdne6873:0", - "API":"crwdns7746:0crwdne7746:0", - "APPEARANCE":"crwdns6874:0crwdne6874:0", - "ARCANA":"crwdns6875:0crwdne6875:0", - "ARMOR":"crwdns6876:0crwdne6876:0", - "ARMORED_AND_UNARMORED":"crwdns6877:0crwdne6877:0", - "ARMOR_CLASS":"crwdns6878:0crwdne6878:0", - "ARROWS":"crwdns7434:0crwdne7434:0", - "AS":"crwdns7449:0crwdne7449:0", - "ATHLETICS":"crwdns6879:0crwdne6879:0", - "ATK":"crwdns6880:0crwdne6880:0", - "ATTACHERS":"crwdns6881:0crwdne6881:0", - "ATTACK":"crwdns6882:0crwdne6882:0", - "ATTACKS":"crwdns6883:0crwdne6883:0", - "AUTO_REVERT_ADV":"crwdns6884:0crwdne6884:0", - "AVERAGE_OF_ABILITIES":"crwdns8214:0crwdne8214:0", - "BACKGROUND":"crwdns6885:0crwdne6885:0", - "BARBARIAN":"crwdns6886:0crwdne6886:0", - "BARD":"crwdns6887:0crwdne6887:0", - "BASE_DC":"crwdns7782:0crwdne7782:0", - "BIG":"crwdns6888:0crwdne6888:0", - "BITE":"crwdns7435:0crwdne7435:0", - "BLINDSIGHT":"crwdns6889:0crwdne6889:0", - "BLIND_BEYOND":"crwdns6890:0crwdne6890:0", - "BLUDGEONING":"crwdns6891:0crwdne6891:0", - "BONDS":"crwdns6892:0crwdne6892:0", - "BONUS":"crwdns6893:0crwdne6893:0", - "BONUSES":"crwdns6894:0crwdne6894:0", - "BONUSES_AND_PENALTIES":"crwdns6895:0crwdne6895:0", - "BONUSES_AND_PENALTIES_TOOLTIP":"crwdns6896:0crwdne6896:0", - "BREAK_TIES":"crwdns6897:0crwdne6897:0", - "BURROW":"crwdns6898:0crwdne6898:0", - "CANCEL":"crwdns6899:0crwdne6899:0", - "CANTRIP":"crwdns6900:0crwdne6900:0", - "CANTRIPS":"crwdns6901:0crwdne6901:0", - "CAN_HAVE":"crwdns6902:0crwdne6902:0", - "CARRIED":"crwdns6903:0crwdne6903:0", - "CARRYING_CAPACITY":"crwdns6904:0crwdne6904:0", - "CARRYING_PUSH_DRAG_LIFT":"crwdns6905:0crwdne6905:0", - "CASTERS_FULL":"crwdns6906:0crwdne6906:0", - "CASTERS_HALF":"crwdns6907:0crwdne6907:0", - "CASTERS_THIRD":"crwdns6908:0crwdne6908:0", - "CASTING_TIME":"crwdns6909:0crwdne6909:0", - "CHA":"crwdns6910:0crwdne6910:0", - "CHALLENGE":"crwdns6911:0crwdne6911:0", - "CHARACTER":"crwdns6912:0crwdne6912:0", - "CHARACTER_NAME":"crwdns6913:0crwdne6913:0", - "CHARACTER_NAME_ON_ROLL_TEMPLATES":"crwdns6914:0crwdne6914:0", - "CHARISMA":"crwdns6915:0crwdne6915:0", - "CHECK":"crwdns6916:0crwdne6916:0", - "CHECK_BONUS":"crwdns6917:0crwdne6917:0", - "CLASS":"crwdns6918:0crwdne6918:0", - "CLASS_AND_LEVEL":"crwdns6919:0crwdne6919:0", - "CLASS_AND_LEVEL_PLACEHOLDER":"crwdns6920:0crwdne6920:0", - "CLASS_FEATURE_ACTION_SURGE":"crwdns6921:0crwdne6921:0", - "CLASS_FEATURE_ACTION_SURGE_TEXT":"crwdns6922:0crwdne6922:0", - "CLASS_FEATURE_ARCANE_RECOVERY":"crwdns6923:0crwdne6923:0", - "CLASS_FEATURE_ARCANE_RECOVERY_TEXT":"crwdns6924:0{wizard_level}crwdne6924:0", - "CLASS_FEATURE_ARCHDRUID":"crwdns6925:0crwdne6925:0", - "CLASS_FEATURE_ARCHDRUID_TEXT":"crwdns6926:0crwdne6926:0", - "CLASS_FEATURE_AURA_OF_COURAGE":"crwdns6927:0crwdne6927:0", - "CLASS_FEATURE_AURA_OF_COURAGE_TEXT":"crwdns6928:0crwdne6928:0", - "CLASS_FEATURE_AURA_OF_PROTECTION":"crwdns6929:0crwdne6929:0", - "CLASS_FEATURE_AURA_OF_PROTECTION_TEXT":"crwdns6930:0{charisma_mod}crwdne6930:0", - "CLASS_FEATURE_BARDIC_INSPIRATION":"crwdns6931:0crwdne6931:0", - "CLASS_FEATURE_BARDIC_INSPIRATION_TEXT":"crwdns6932:0crwdne6932:0", - "CLASS_FEATURE_BEAST_SPELLS":"crwdns6933:0crwdne6933:0", - "CLASS_FEATURE_BEAST_SPELLS_TEXT":"crwdns6934:0crwdne6934:0", - "CLASS_FEATURE_BLINDSENSE":"crwdns6935:0crwdne6935:0", - "CLASS_FEATURE_BLINDSENSE_TEXT":"crwdns6936:0crwdne6936:0", - "CLASS_FEATURE_BRUTAL_CRITICAL":"crwdns6937:0crwdne6937:0", - "CLASS_FEATURE_BRUTAL_CRITICAL_TEXT":"crwdns6938:0crwdne6938:0", - "CLASS_FEATURE_CHANNEL_DIVINITY":"crwdns6939:0crwdne6939:0", - "CLASS_FEATURE_CHANNEL_DIVINITY_CLERIC_TEXT":"crwdns6940:0crwdne6940:0", - "CLASS_FEATURE_CHANNEL_DIVINITY_PALADIN_TEXT":"crwdns6941:0crwdne6941:0", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD":"crwdns6942:0crwdne6942:0", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"crwdns6943:0crwdne6943:0", - "CLASS_FEATURE_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"crwdns6944:0crwdne6944:0", - "CLASS_FEATURE_CLEANSING_TOUCH":"crwdns6945:0crwdne6945:0", - "CLASS_FEATURE_CLEANSING_TOUCH_TEXT":"crwdns6946:0crwdne6946:0", - "CLASS_FEATURE_COUNTERCHARM":"crwdns6947:0crwdne6947:0", - "CLASS_FEATURE_COUNTERCHARM_TEXT":"crwdns6948:0crwdne6948:0", - "CLASS_FEATURE_CUNNING_ACTION":"crwdns6949:0crwdne6949:0", - "CLASS_FEATURE_CUNNING_ACTION_TEXT":"crwdns6950:0crwdne6950:0", - "CLASS_FEATURE_DANGER_SENSE":"crwdns6951:0crwdne6951:0", - "CLASS_FEATURE_DANGER_SENSE_TEXT":"crwdns6952:0crwdne6952:0", - "CLASS_FEATURE_DEFLECT_MISSILES":"crwdns6953:0crwdne6953:0", - "CLASS_FEATURE_DEFLECT_MISSILES_TEXT":"crwdns6954:0{dexterity_mod}crwdnd6954:0[dex]crwdnd6954:0{monk_level}crwdne6954:0", - "CLASS_FEATURE_DIAMOND_SOUL":"crwdns6955:0crwdne6955:0", - "CLASS_FEATURE_DIAMOND_SOUL_TEXT":"crwdns6956:0crwdne6956:0", - "CLASS_FEATURE_DIVINE_HEALTH":"crwdns6957:0crwdne6957:0", - "CLASS_FEATURE_DIVINE_HEALTH_TEXT":"crwdns6958:0crwdne6958:0", - "CLASS_FEATURE_DIVINE_INTERVENTION":"crwdns6959:0crwdne6959:0", - "CLASS_FEATURE_DIVINE_INTERVENTION_TEXT":"crwdns6960:0crwdne6960:0", - "CLASS_FEATURE_DIVINE_SENSE":"crwdns6961:0crwdne6961:0", - "CLASS_FEATURE_DIVINE_SENSE_TEXT":"crwdns6962:0crwdne6962:0", - "CLASS_FEATURE_DIVINE_SMITE":"crwdns6963:0crwdne6963:0", - "CLASS_FEATURE_DIVINE_SMITE_TEXT":"crwdns6964:0crwdne6964:0", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS":"crwdns6965:0crwdne6965:0", - "CLASS_FEATURE_ELDRITCH_INVOCATIONS_TEXT":"crwdns6966:0crwdne6966:0", - "CLASS_FEATURE_ELDRITCH_MASTER":"crwdns6967:0crwdne6967:0", - "CLASS_FEATURE_ELDRITCH_MASTER_TEXT":"crwdns6968:0crwdne6968:0", - "CLASS_FEATURE_ELUSIVE":"crwdns6969:0crwdne6969:0", - "CLASS_FEATURE_ELUSIVE_TEXT":"crwdns6970:0crwdne6970:0", - "CLASS_FEATURE_EMPTY_BODY":"crwdns6971:0crwdne6971:0", - "CLASS_FEATURE_EMPTY_BODY_TEXT":"crwdns6972:0crwdne6972:0", - "CLASS_FEATURE_EVASION":"crwdns6973:0crwdne6973:0", - "CLASS_FEATURE_EVASION_TEXT":"crwdns6974:0crwdne6974:0", - "CLASS_FEATURE_EXPERTISE":"crwdns6975:0crwdne6975:0", - "CLASS_FEATURE_EXPERTISE_BARD_TEXT":"crwdns6976:0crwdne6976:0", - "CLASS_FEATURE_EXPERTISE_ROGUE_TEXT":"crwdns6977:0crwdne6977:0", - "CLASS_FEATURE_EXTRA_ATTACK":"crwdns6978:0crwdne6978:0", - "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"crwdns6979:0crwdne6979:0", - "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"crwdns6980:0crwdne6980:0", - "CLASS_FEATURE_EXTRA_ATTACK_THREE":"crwdns6981:0crwdne6981:0", - "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"crwdns6982:0crwdne6982:0", - "CLASS_FEATURE_FAST_MOVEMENT":"crwdns6983:0crwdne6983:0", - "CLASS_FEATURE_FAST_MOVEMENT_TEXT":"crwdns6984:0crwdne6984:0", - "CLASS_FEATURE_FAVORED_ENEMY":"crwdns6985:0crwdne6985:0", - "CLASS_FEATURE_FAVORED_ENEMY_TEXT":"crwdns6986:0crwdne6986:0", - "CLASS_FEATURE_FERAL_INSTINCT":"crwdns6987:0crwdne6987:0", - "CLASS_FEATURE_FERAL_INSTINCT_TEXT":"crwdns6988:0crwdne6988:0", - "CLASS_FEATURE_FERAL_SENSES":"crwdns6989:0crwdne6989:0", - "CLASS_FEATURE_FERAL_SENSES_TEXT":"crwdns6990:0crwdne6990:0", - "CLASS_FEATURE_FIGHTING_STYLE":"crwdns6991:0crwdne6991:0", - "CLASS_FEATURE_FIGHTING_STYLE_FIGHTER_OPTIONS":"crwdns6992:0crwdne6992:0", - "CLASS_FEATURE_FIGHTING_STYLE_PALADIN_OPTIONS":"crwdns6993:0crwdne6993:0", - "CLASS_FEATURE_FIGHTING_STYLE_RANGER_OPTIONS":"crwdns6994:0crwdne6994:0", - "CLASS_FEATURE_FIGHTING_STYLE_TEXT":"crwdns6995:0crwdne6995:0", - "CLASS_FEATURE_FLEXIBLE_CASTING":"crwdns6996:0crwdne6996:0", - "CLASS_FEATURE_FLEXIBLE_CASTING_TEXT":"crwdns6997:0crwdne6997:0", - "CLASS_FEATURE_FLURRY_OF_BLOWS":"crwdns6998:0crwdne6998:0", - "CLASS_FEATURE_FLURRY_OF_BLOWS_TEXT":"crwdns6999:0crwdne6999:0", - "CLASS_FEATURE_FOE_SLAYER":"crwdns7000:0crwdne7000:0", - "CLASS_FEATURE_FOE_SLAYER_TEXT":"crwdns7001:0crwdne7001:0", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT":"crwdns7002:0crwdne7002:0", - "CLASS_FEATURE_HIDE_IN_PLAIN_SIGHT_TEXT":"crwdns7003:0crwdne7003:0", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE":"crwdns7004:0crwdne7004:0", - "CLASS_FEATURE_IMPROVED_DIVINE_SMITE_TEXT":"crwdns7005:0crwdne7005:0", - "CLASS_FEATURE_INDOMITABLE":"crwdns7006:0crwdne7006:0", - "CLASS_FEATURE_INDOMITABLE_MIGHT":"crwdns7007:0crwdne7007:0", - "CLASS_FEATURE_INDOMITABLE_MIGHT_TEXT":"crwdns7008:0crwdne7008:0", - "CLASS_FEATURE_INDOMITABLE_TEXT":"crwdns7009:0crwdne7009:0", - "CLASS_FEATURE_JACK_OF_ALL_TRADES":"crwdns7010:0crwdne7010:0", - "CLASS_FEATURE_JACK_OF_ALL_TRADES_TEXT":"crwdns7011:0crwdne7011:0", - "CLASS_FEATURE_KI":"crwdns7012:0crwdne7012:0", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES":"crwdns7013:0crwdne7013:0", - "CLASS_FEATURE_KI_EMPOWERED_STRIKES_TEXT":"crwdns7014:0crwdne7014:0", - "CLASS_FEATURE_KI_TEXT":"crwdns7015:0crwdne7015:0", - "CLASS_FEATURE_LANDS_STRIDE":"crwdns7016:0crwdne7016:0", - "CLASS_FEATURE_LANDS_STRIDE_TEXT":"crwdns7017:0crwdne7017:0", - "CLASS_FEATURE_LAY_ON_HANDS":"crwdns7018:0crwdne7018:0", - "CLASS_FEATURE_LAY_ON_HANDS_TEXT":"crwdns7019:0crwdne7019:0", - "CLASS_FEATURE_MAGICAL_SECRETS":"crwdns7020:0crwdne7020:0", - "CLASS_FEATURE_MAGICAL_SECRETS_TEXT":"crwdns7021:0crwdne7021:0", - "CLASS_FEATURE_MARTIAL_ARTS":"crwdns7022:0crwdne7022:0", - "CLASS_FEATURE_MARTIAL_ARTS_TEXT":"crwdns7023:0crwdne7023:0", - "CLASS_FEATURE_METAMAGIC":"crwdns7024:0crwdne7024:0", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL":"crwdns7025:0crwdne7025:0", - "CLASS_FEATURE_METAMAGIC_CAREFUL_SPELL_TEXT":"crwdns7026:0{charisma_mod}crwdne7026:0", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL":"crwdns7027:0crwdne7027:0", - "CLASS_FEATURE_METAMAGIC_DISTANT_SPELL_TEXT":"crwdns7028:0crwdne7028:0", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL":"crwdns7029:0crwdne7029:0", - "CLASS_FEATURE_METAMAGIC_EMPOWERED_SPELL_TEXT":"crwdns7030:0{charisma_mod}crwdne7030:0", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL":"crwdns7031:0crwdne7031:0", - "CLASS_FEATURE_METAMAGIC_EXTENDED_SPELL_TEXT":"crwdns7032:0crwdne7032:0", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL":"crwdns7033:0crwdne7033:0", - "CLASS_FEATURE_METAMAGIC_HEIGHTENED_SPELL_TEXT":"crwdns7034:0crwdne7034:0", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL":"crwdns7035:0crwdne7035:0", - "CLASS_FEATURE_METAMAGIC_QUICKENED_SPELL_TEXT":"crwdns7036:0crwdne7036:0", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL":"crwdns7037:0crwdne7037:0", - "CLASS_FEATURE_METAMAGIC_SUBTLE_SPELL_TEXT":"crwdns7038:0crwdne7038:0", - "CLASS_FEATURE_METAMAGIC_TEXT":"crwdns7039:0crwdne7039:0", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL":"crwdns7040:0crwdne7040:0", - "CLASS_FEATURE_METAMAGIC_TWINNED_SPELL_TEXT":"crwdns7041:0crwdne7041:0", - "CLASS_FEATURE_MYSTIC_ARCANUM":"crwdns7042:0crwdne7042:0", - "CLASS_FEATURE_MYSTIC_ARCANUM_TEXT":"crwdns7043:0crwdne7043:0", - "CLASS_FEATURE_NATURAL_EXPLORER":"crwdns7044:0crwdne7044:0", - "CLASS_FEATURE_NATURAL_EXPLORER_TEXT":"crwdns7045:0crwdne7045:0", - "CLASS_FEATURE_PACT_BOON":"crwdns7046:0crwdne7046:0", - "CLASS_FEATURE_PACT_BOON_TEXT":"crwdns7047:0crwdne7047:0", - "CLASS_FEATURE_PATIENT_DEFENSE":"crwdns7048:0crwdne7048:0", - "CLASS_FEATURE_PATIENT_DEFENSE_TEXT":"crwdns7049:0crwdne7049:0", - "CLASS_FEATURE_PERFECT_SELF":"crwdns7050:0crwdne7050:0", - "CLASS_FEATURE_PERFECT_SELF_TEXT":"crwdns7051:0crwdne7051:0", - "CLASS_FEATURE_PERSISTENT_RAGE":"crwdns7052:0crwdne7052:0", - "CLASS_FEATURE_PERSISTENT_RAGE_TEXT":"crwdns7053:0crwdne7053:0", - "CLASS_FEATURE_PRIMAL_CHAMPION":"crwdns7054:0crwdne7054:0", - "CLASS_FEATURE_PRIMAL_CHAMPION_TEXT":"crwdns7055:0crwdne7055:0", - "CLASS_FEATURE_PRIMEVAL_AWARENESS":"crwdns7056:0crwdne7056:0", - "CLASS_FEATURE_PRIMEVAL_AWARENESS_TEXT":"crwdns7057:0crwdne7057:0", - "CLASS_FEATURE_PURITY_OF_BODY":"crwdns7058:0crwdne7058:0", - "CLASS_FEATURE_PURITY_OF_BODY_TEXT":"crwdns7059:0crwdne7059:0", - "CLASS_FEATURE_RAGE":"crwdns7060:0crwdne7060:0", - "CLASS_FEATURE_RAGE_TEXT":"crwdns7061:0crwdne7061:0", - "CLASS_FEATURE_RECKLESS_ATTACK":"crwdns7062:0crwdne7062:0", - "CLASS_FEATURE_RECKLESS_ATTACK_TEXT":"crwdns7063:0crwdne7063:0", - "CLASS_FEATURE_RELENTLESS_RAGE":"crwdns7064:0crwdne7064:0", - "CLASS_FEATURE_RELENTLESS_RAGE_TEXT":"crwdns7065:0[10]crwdne7065:0", - "CLASS_FEATURE_RELIABLE_TALENT":"crwdns7066:0crwdne7066:0", - "CLASS_FEATURE_RELIABLE_TALENT_TEXT":"crwdns7067:0crwdne7067:0", - "CLASS_FEATURE_SECOND_WIND":"crwdns7068:0crwdne7068:0", - "CLASS_FEATURE_SECOND_WIND_TEXT":"crwdns7069:0crwdne7069:0", - "CLASS_FEATURE_SIGNATURE_SPELLS":"crwdns7070:0crwdne7070:0", - "CLASS_FEATURE_SIGNATURE_SPELLS_TEXT":"crwdns7071:0crwdne7071:0", - "CLASS_FEATURE_SLIPPERY_MIND":"crwdns7072:0crwdne7072:0", - "CLASS_FEATURE_SLIPPERY_MIND_TEXT":"crwdns7073:0crwdne7073:0", - "CLASS_FEATURE_SLOW_FALL":"crwdns7074:0crwdne7074:0", - "CLASS_FEATURE_SLOW_FALL_TEXT":"crwdns7075:0{monk_level}crwdne7075:0", - "CLASS_FEATURE_SNEAK_ATTACK":"crwdns7076:0crwdne7076:0", - "CLASS_FEATURE_SNEAK_ATTACK_TEXT":"crwdns7077:0crwdne7077:0", - "CLASS_FEATURE_SONG_OF_REST":"crwdns7078:0crwdne7078:0", - "CLASS_FEATURE_SONG_OF_REST_TEXT":"crwdns7079:0crwdne7079:0", - "CLASS_FEATURE_SORCEROUS_RESTORATION":"crwdns7080:0crwdne7080:0", - "CLASS_FEATURE_SORCEROUS_RESTORATION_TEXT":"crwdns7081:0crwdne7081:0", - "CLASS_FEATURE_SORCERY_POINTS":"crwdns7082:0crwdne7082:0", - "CLASS_FEATURE_SORCERY_POINTS_TEXT":"crwdns7083:0crwdne7083:0", - "CLASS_FEATURE_SPELL_MASTERY":"crwdns7084:0crwdne7084:0", - "CLASS_FEATURE_SPELL_MASTERY_TEXT":"crwdns7085:0crwdne7085:0", - "CLASS_FEATURE_STEP_OF_THE_WIND":"crwdns7086:0crwdne7086:0", - "CLASS_FEATURE_STEP_OF_THE_WIND_TEXT":"crwdns7087:0crwdne7087:0", - "CLASS_FEATURE_STILLNESS_OF_MIND":"crwdns7088:0crwdne7088:0", - "CLASS_FEATURE_STILLNESS_OF_MIND_TEXT":"crwdns7089:0crwdne7089:0", - "CLASS_FEATURE_STROKE_OF_LUCK":"crwdns7090:0crwdne7090:0", - "CLASS_FEATURE_STROKE_OF_LUCK_TEXT":"crwdns7091:0crwdne7091:0", - "CLASS_FEATURE_STUNNING_STRIKE":"crwdns7092:0crwdne7092:0", - "CLASS_FEATURE_STUNNING_STRIKE_SAVING_THROW_FAILURE":"crwdns7093:0crwdne7093:0", - "CLASS_FEATURE_STUNNING_STRIKE_TEXT":"crwdns7094:0crwdne7094:0", - "CLASS_FEATURE_SUPERIOR_INSPIRATION":"crwdns7095:0crwdne7095:0", - "CLASS_FEATURE_SUPERIOR_INSPIRATION_TEXT":"crwdns7096:0crwdne7096:0", - "CLASS_FEATURE_THIEVES_CANT":"crwdns7097:0crwdne7097:0", - "CLASS_FEATURE_THIEVES_CANT_TEXT":"crwdns7098:0crwdne7098:0", - "CLASS_FEATURE_TIMELESS_BODY":"crwdns7099:0crwdne7099:0", - "CLASS_FEATURE_TIMELESS_BODY_DRUID_TEXT":"crwdns7100:0crwdne7100:0", - "CLASS_FEATURE_TIMELESS_BODY_MONK_TEXT":"crwdns7101:0crwdne7101:0", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON":"crwdns7102:0crwdne7102:0", - "CLASS_FEATURE_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"crwdns7103:0crwdne7103:0", - "CLASS_FEATURE_UNARMORED_DEFENSE":"crwdns7104:0crwdne7104:0", - "CLASS_FEATURE_UNARMORED_DEFENSE_BARBARIAN_TEXT":"crwdns7105:0crwdne7105:0", - "CLASS_FEATURE_UNARMORED_DEFENSE_MONK_TEXT":"crwdns7106:0crwdne7106:0", - "CLASS_FEATURE_UNARMORED_MOVEMENT":"crwdns7107:0crwdne7107:0", - "CLASS_FEATURE_UNARMORED_MOVEMENT_TEXT":"crwdns7108:0crwdne7108:0", - "CLASS_FEATURE_UNCANNY_DODGE":"crwdns7109:0crwdne7109:0", - "CLASS_FEATURE_UNCANNY_DODGE_TEXT":"crwdns7110:0crwdne7110:0", - "CLASS_FEATURE_VANISH":"crwdns7111:0crwdne7111:0", - "CLASS_FEATURE_VANISH_TEXT":"crwdns7112:0crwdne7112:0", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS":"crwdns7113:0crwdne7113:0", - "CLASS_FEATURE_WARLOCK_SPELL_SLOTS_TEXT":"crwdns7114:0crwdne7114:0", - "CLASS_FEATURE_WILD_SHAPE":"crwdns7115:0crwdne7115:0", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING":"crwdns7116:0crwdne7116:0", - "CLASS_FEATURE_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"crwdns7117:0crwdne7117:0", - "CLASS_FEATURE_WILD_SHAPE_TEXT":"crwdns7118:0crwdne7118:0", - "CLASS_LEVELS":"crwdns7119:0crwdne7119:0", - "CLERIC":"crwdns7120:0crwdne7120:0", - "CLIMB":"crwdns7121:0crwdne7121:0", - "COINAGE":"crwdns7122:0crwdne7122:0", - "COINS_CP":"crwdns7123:0crwdne7123:0", - "COINS_EP":"crwdns7124:0crwdne7124:0", - "COINS_GP":"crwdns7125:0crwdne7125:0", - "COINS_PP":"crwdns7126:0crwdne7126:0", - "COINS_SP":"crwdns7127:0crwdne7127:0", - "COIN_CONVERSION_GP_PER_CP":"crwdns7128:0crwdne7128:0", - "COIN_CONVERSION_GP_PER_EP":"crwdns7129:0crwdne7129:0", - "COIN_CONVERSION_GP_PER_PP":"crwdns7130:0crwdne7130:0", - "COIN_CONVERSION_GP_PER_SP":"crwdns7131:0crwdne7131:0", - "COLD":"crwdns7132:0crwdne7132:0", - "COLOR":"crwdns7133:0crwdne7133:0", - "COMPONENTS":"crwdns7134:0crwdne7134:0", - "COMPONENTS_M":"crwdns7783:0crwdne7783:0", - "COMPONENTS_S":"crwdns7784:0crwdne7784:0", - "COMPONENTS_S_M":"crwdns7785:0crwdne7785:0", - "COMPONENTS_V":"crwdns7786:0crwdne7786:0", - "COMPONENTS_V_M":"crwdns7787:0crwdne7787:0", - "COMPONENTS_V_S":"crwdns7788:0crwdne7788:0", - "COMPONENTS_V_S_M":"crwdns7789:0crwdne7789:0", - "CON":"crwdns7135:0crwdne7135:0", - "CONC":"crwdns7136:0crwdne7136:0", - "CONCENTRATION":"crwdns7137:0crwdne7137:0", - "CONCENTRATION_UP_TO_10_MINUTES":"crwdns8198:0crwdne8198:0", - "CONCENTRATION_UP_TO_12_HOURS":"crwdns8199:0crwdne8199:0", - "CONCENTRATION_UP_TO_1_HOUR":"crwdns8200:0crwdne8200:0", - "CONCENTRATION_UP_TO_1_MINUTE":"crwdns8201:0crwdne8201:0", - "CONCENTRATION_UP_TO_1_ROUND":"crwdns8202:0crwdne8202:0", - "CONCENTRATION_UP_TO_24_HOURS":"crwdns8203:0crwdne8203:0", - "CONCENTRATION_UP_TO_2_HOURS":"crwdns8204:0crwdne8204:0", - "CONCENTRATION_UP_TO_6_ROUNDS":"crwdns8205:0crwdne8205:0", - "CONCENTRATION_UP_TO_8_HOURS":"crwdns8206:0crwdne8206:0", - "CONDENSE":"crwdns7138:0crwdne7138:0", - "CONDITION_IMMUNITIES":"crwdns7139:0crwdne7139:0", - "CONJURATION":"crwdns7140:0crwdne7140:0", - "CONSTITUTION":"crwdns7141:0crwdne7141:0", - "CONTENT":"crwdns7142:0crwdne7142:0", - "COPPER_PIECES":"crwdns7442:0crwdne7442:0", - "CORE":"crwdns7143:0crwdne7143:0", - "CRIT":"crwdns7144:0crwdne7144:0", - "CRIT_ATTACHER_TOOLTIP":"crwdns7145:0crwdne7145:0", - "CRIT_DAMAGE_TOOLTIP":"crwdns8215:0crwdne8215:0", - "CRIT_RANGE":"crwdns7147:0crwdne7147:0", - "CURRENT":"crwdns7148:0crwdne7148:0", - "CUSTOM":"crwdns7149:0crwdne7149:0", - "CUSTOM_GOLD_VALUES":"crwdns7150:0crwdne7150:0", - "CUSTOM_NAME":"crwdns7151:0crwdne7151:0", - "DAMAGE":"crwdns7152:0crwdne7152:0", - "DAMAGE_IMMUNITIES":"crwdns7153:0crwdne7153:0", - "DAMAGE_RESISTANCES":"crwdns7154:0crwdne7154:0", - "DAMAGE_VULNERABILITIES":"crwdns7155:0crwdne7155:0", - "DARKVISION":"crwdns7156:0crwdne7156:0", - "DC":"crwdns7157:0crwdne7157:0", - "DEATH":"crwdns7799:0crwdne7799:0", - "DEATH_SAVES":"crwdns7158:0crwdne7158:0", - "DEATH_SAVING_THROW":"crwdns7159:0crwdne7159:0", - "DEATH_SAVING_THROWS":"crwdns7160:0crwdne7160:0", - "DECEPTION":"crwdns7161:0crwdne7161:0", - "DEFAULT_ABILITY":"crwdns7162:0crwdne7162:0", - "DEFAULT_ABILITY_TOOLTIP":"crwdns7163:0crwdne7163:0", - "DEX":"crwdns7164:0crwdne7164:0", - "DEXTERITY":"crwdns7165:0crwdne7165:0", - "DICE":"crwdns7166:0crwdne7166:0", - "DIE":"crwdns7167:0crwdne7167:0", - "DISADVANTAGE":"crwdns7168:0crwdne7168:0", - "DISPLAY_TEXT":"crwdns7169:0crwdne7169:0", - "DIVINATION":"crwdns7170:0crwdne7170:0", - "DMG":"crwdns7171:0crwdne7171:0", - "DONT":"crwdns7172:0crwdne7172:0", - "DRAGON":"crwdns7436:0crwdne7436:0", - "DRUID":"crwdns7173:0crwdne7173:0", - "DURATION":"crwdns7174:0crwdne7174:0", - "EFFECT":"crwdns7175:0crwdne7175:0", - "ELECTRUM_PIECES":"crwdns7444:0crwdne7444:0", - "EMOTE":"crwdns7176:0crwdne7176:0", - "ENCHANTMENT":"crwdns7177:0crwdne7177:0", - "ENCUMBERED":"crwdns7178:0crwdne7178:0", - "ENCUMBERED_HEAVILY":"crwdns7179:0crwdne7179:0", - "EQUIPMENT":"crwdns7180:0crwdne7180:0", - "EVERY":"crwdns7181:0crwdne7181:0", - "EVOCATION":"crwdns7182:0crwdne7182:0", - "EXHAUSTION_LEVEL":"crwdns7183:0crwdne7183:0", - "EXHAUSTION_LEVEL_1":"crwdns7184:0crwdne7184:0", - "EXHAUSTION_LEVEL_2":"crwdns7185:0crwdne7185:0", - "EXHAUSTION_LEVEL_3":"crwdns7186:0crwdne7186:0", - "EXHAUSTION_LEVEL_4":"crwdns7187:0crwdne7187:0", - "EXHAUSTION_LEVEL_5":"crwdns7188:0crwdne7188:0", - "EXHAUSTION_LEVEL_6":"crwdns7189:0crwdne7189:0", - "EXPERIENCE_POINTS":"crwdns7190:0crwdne7190:0", - "EXPERTISE":"crwdns7191:0crwdne7191:0", - "EXPERTISE_AS_ADVANTAGE":"crwdns8216:0crwdne8216:0", - "EXPLODE":"crwdns8459:0crwdne8459:0", - "EXTRAS":"crwdns7192:0crwdne7192:0", - "EYES":"crwdns7193:0crwdne7193:0", - "FAILURES":"crwdns7194:0crwdne7194:0", - "FEATURES":"crwdns7195:0crwdne7195:0", - "FEATURES_AND_TRAITS":"crwdns7196:0crwdne7196:0", - "FIELD":"crwdns7197:0crwdne7197:0", - "FIGHTER":"crwdns7198:0crwdne7198:0", - "FILTERS":"crwdns7199:0crwdne7199:0", - "FINESSE":"crwdns7200:0crwdne7200:0", - "FIRE":"crwdns7201:0crwdne7201:0", - "FLAT_HEAL":"crwdns7202:0crwdne7202:0", - "FLAWS":"crwdns7203:0crwdne7203:0", - "FLY":"crwdns7204:0crwdne7204:0", - "FORCE":"crwdns7205:0crwdne7205:0", - "FORT":"crwdns7803:0crwdne7803:0", - "FORTITUDE":"crwdns7804:0crwdne7804:0", - "FREEFORM":"crwdns7206:0crwdne7206:0", - "FREETEXT":"crwdns7207:0crwdne7207:0", - "GARGANTUAN":"crwdns7208:0crwdne7208:0", - "GENDER":"crwdns7209:0crwdne7209:0", - "GENERATE_SKILLS":"crwdns7210:0crwdne7210:0", - "GOLD_PIECES":"crwdns7445:0crwdne7445:0", - "HAIR":"crwdns7211:0crwdne7211:0", - "HALFLING_LUCK":"crwdns7212:0crwdne7212:0", - "HALF_DAMAGE":"crwdns7431:0crwdne7431:0", - "HEAL":"crwdns7213:0crwdne7213:0", - "HEAL_FOR":"crwdns7214:0crwdne7214:0", - "HEAVY_ARMOR":"crwdns7215:0crwdne7215:0", - "HEIGHT":"crwdns7216:0crwdne7216:0", - "HIDE_INFO":"crwdns7806:0crwdne7806:0", - "HIDE_INFO_ABILITY_CHECKS":"crwdns7807:0crwdne7807:0", - "HIDE_INFO_ATTACK":"crwdns7809:0crwdne7809:0", - "HIDE_INFO_DAMAGE":"crwdns7810:0crwdne7810:0", - "HIDE_INFO_EFFECT":"crwdns7811:0crwdne7811:0", - "HIDE_INFO_FREETEXT":"crwdns8217:0crwdne8217:0", - "HIDE_INFO_NOTE":"crwdns7812:0crwdne7812:0", - "HIDE_INFO_RECHARGE":"crwdns7813:0crwdne7813:0", - "HIDE_INFO_SAVING_THROWS":"crwdns7814:0crwdne7814:0", - "HIDE_INFO_SAVING_THROW_DC":"crwdns7815:0crwdne7815:0", - "HIDE_INFO_SAVING_THROW_FAILURE":"crwdns7816:0crwdne7816:0", - "HIDE_INFO_SAVING_THROW_SUCCESS":"crwdns7817:0crwdne7817:0", - "HIDE_INFO_SPELL_CONTENT":"crwdns7818:0crwdne7818:0", - "HIGHER_LEVEL":"crwdns7228:0crwdne7228:0", - "HISTORY":"crwdns7229:0crwdne7229:0", - "HIT_DICE":"crwdns7230:0crwdne7230:0", - "HIT_POINTS":"crwdns7231:0crwdne7231:0", - "HIT_POINTS_ROLLED":"crwdns7448:0crwdne7448:0", - "HIT_POINTS_TEMP":"crwdns7233:0crwdne7233:0", - "HIT_POINTS_TEMPORARY":"crwdns7232:0crwdne7232:0", - "HOUSERULES":"crwdns7234:0crwdne7234:0", - "HOVER":"crwdns7235:0crwdne7235:0", - "HUGE":"crwdns7236:0crwdne7236:0", - "IDEALS":"crwdns7237:0crwdne7237:0", - "IF_THE_TARGET_IS":"crwdns7433:0crwdne7433:0", - "ILLUSION":"crwdns7238:0crwdne7238:0", - "IMPORT":"crwdns7239:0crwdne7239:0", - "INFLUENCE":"crwdns8218:0crwdne8218:0", - "INITIATIVE":"crwdns7240:0crwdne7240:0", - "INITIATIVE_ABILITY":"crwdns8207:0crwdne8207:0", - "INITIATIVE_BONUS":"crwdns7241:0crwdne7241:0", - "INSIGHT":"crwdns7242:0crwdne7242:0", - "INSPIRATION":"crwdns7243:0crwdne7243:0", - "INSTANTANEOUS":"crwdns7416:0crwdne7416:0", - "INSTANTANEOUS_OR_1_HOUR":"crwdns7429:0crwdne7429:0", - "INT":"crwdns7244:0crwdne7244:0", - "INTELLIGENCE":"crwdns7245:0crwdne7245:0", - "INTIMIDATION":"crwdns7246:0crwdne7246:0", - "INVESTIGATION":"crwdns7247:0crwdne7247:0", - "JACK_OF_ALL_TRADES":"crwdns7248:0crwdne7248:0", - "LAIR_ACTIONS":"crwdns7249:0crwdne7249:0", - "LANGUAGES":"crwdns7250:0crwdne7250:0", - "LARGE":"crwdns7251:0crwdne7251:0", - "LAWFUL_EVIL":"crwdns7437:0crwdne7437:0", - "LBS":"crwdns7252:0crwdne7252:0", - "LEGENDARY_ACTIONS":"crwdns7253:0crwdne7253:0", - "LEGENDARY_ACTIONS_TEXT_1":"crwdns7254:0crwdne7254:0", - "LEGENDARY_ACTIONS_TEXT_2":"crwdns7255:0crwdne7255:0", - "LEGENDARY_ACTIONS_TEXT_3":"crwdns7256:0crwdne7256:0", - "LEGENDARY_ACTIONS_TEXT_4":"crwdns7257:0crwdne7257:0", - "LEVEL":"crwdns7258:0crwdne7258:0", - "LEVELS":"crwdns7259:0crwdne7259:0", - "LIGHTNING":"crwdns7260:0crwdne7260:0", - "LIGHT_ARMOR":"crwdns7261:0crwdne7261:0", - "LONG_REST":"crwdns7262:0crwdne7262:0", - "MACROS":"crwdns7263:0crwdne7263:0", - "MAX":"crwdns7265:0crwdne7265:0", - "MEDICINE":"crwdns7266:0crwdne7266:0", - "MEDIUM":"crwdns7267:0crwdne7267:0", - "MEDIUM_ARMOR":"crwdns7268:0crwdne7268:0", - "MEDIUM_ARMOR_MAX_DEX":"crwdns7269:0crwdne7269:0", - "MELEE":"crwdns7270:0crwdne7270:0", - "MELEE_WEAPON":"crwdns8219:0crwdne8219:0", - "MISC":"crwdns7271:0crwdne7271:0", - "MISCELLANEOUS":"crwdns7272:0crwdne7272:0", - "MISCELLANEOUS_NOTES":"crwdns7273:0crwdne7273:0", - "MONK":"crwdns7274:0crwdne7274:0", - "MOVEMENT":"crwdns7275:0crwdne7275:0", - "MULTIPLIER":"crwdns7276:0crwdne7276:0", - "NAME":"crwdns7277:0crwdne7277:0", - "NATURE":"crwdns7278:0crwdne7278:0", - "NECROMANCY":"crwdns7279:0crwdne7279:0", - "NECROTIC":"crwdns7280:0crwdne7280:0", - "NO":"crwdns7281:0crwdne7281:0", - "NORMAL":"crwdns7282:0crwdne7282:0", - "NPC":"crwdns7283:0crwdne7283:0", - "ONE_CREATURE":"crwdns7438:0crwdne7438:0", - "OR":"crwdns7432:0crwdne7432:0", - "OTHER":"crwdns7284:0crwdne7284:0", - "OTHER_ARMOR":"crwdns7285:0crwdne7285:0", - "OTHER_PROFICIENCIES_AND_LANGUAGES":"crwdns7286:0crwdne7286:0", - "OTHER_TYPE":"crwdns8220:0crwdne8220:0", - "OUTPUT":"crwdns7287:0crwdne7287:0", - "PALADIN":"crwdns7289:0crwdne7289:0", - "PASSIVE":"crwdns8221:0crwdne8221:0", - "PASSIVE_ABILITY_CHECK":"crwdns7441:0crwdne7441:0", - "PC":"crwdns7290:0crwdne7290:0", - "PERCEPTION":"crwdns7291:0crwdne7291:0", - "PERFORMANCE":"crwdns7292:0crwdne7292:0", - "PERSONALITY_TRAITS":"crwdns7293:0crwdne7293:0", - "PERSUASION":"crwdns7294:0crwdne7294:0", - "PIERCING":"crwdns7295:0crwdne7295:0", - "PLATINUM_PIECES":"crwdns7446:0crwdne7446:0", - "POINTS_OF_ORIGIN":"crwdns7296:0crwdne7296:0", - "POISON":"crwdns7297:0crwdne7297:0", - "PREPARED":"crwdns7298:0crwdne7298:0", - "PROF":"crwdns7299:0crwdne7299:0", - "PROFICIENCIES":"crwdns7300:0crwdne7300:0", - "PROFICIENCY_BONUS":"crwdns7301:0crwdne7301:0", - "PROFICIENT":"crwdns7302:0crwdne7302:0", - "PSYCHIC":"crwdns7303:0crwdne7303:0", - "PUBLIC_FOR_ALL":"crwdns7304:0crwdne7304:0", - "QTY":"crwdns7305:0crwdne7305:0", - "QUERY":"crwdns7306:0crwdne7306:0", - "RACE":"crwdns7307:0crwdne7307:0", - "RADIANT":"crwdns7308:0crwdne7308:0", - "RANGE":"crwdns7309:0crwdne7309:0", - "RANGED":"crwdns7310:0crwdne7310:0", - "RANGED_WEAPON":"crwdns8222:0crwdne8222:0", - "RANGER":"crwdns7311:0crwdne7311:0", - "REACH":"crwdns7312:0crwdne7312:0", - "REACTION":"crwdns7313:0crwdne7313:0", - "REACTIONS":"crwdns7314:0crwdne7314:0", - "RECHARGE":"crwdns7315:0crwdne7315:0", - "REF":"crwdns7819:0crwdne7819:0", - "REFLEX":"crwdns7820:0crwdne7820:0", - "REGIONAL_EFFECTS":"crwdns7316:0crwdne7316:0", - "RELIGION":"crwdns7317:0crwdne7317:0", - "REMARKABLE_ATHLETE":"crwdns7318:0crwdne7318:0", - "REQUIRES_API":"crwdns7319:0crwdne7319:0", - "RESISTANCES_AND_IMMUNITIES":"crwdns7320:0crwdne7320:0", - "RESOURCES":"crwdns7321:0crwdne7321:0", - "RESTS":"crwdns7322:0crwdne7322:0", - "RITUAL":"crwdns7323:0crwdne7323:0", - "ROGUE":"crwdns7324:0crwdne7324:0", - "ROLL_2":"crwdns7325:0crwdne7325:0", - "ROLL_OPTIONS":"crwdns7326:0crwdne7326:0", - "ROLL_TEMPLATE":"crwdns7327:0crwdne7327:0", - "SAVE":"crwdns7821:0crwdne7821:0", - "SAVE_FAILURE":"crwdns7328:0crwdne7328:0", - "SAVE_SUCCESS":"crwdns7329:0crwdne7329:0", - "SAVING_DC":"crwdns7330:0crwdne7330:0", - "SAVING_THROW":"crwdns7331:0crwdne7331:0", - "SAVING_THROWS":"crwdns7332:0crwdne7332:0", - "SAVING_THROWS_QUERY":"crwdns7333:0crwdne7333:0", - "SAVING_THROW_DC":"crwdns7334:0crwdne7334:0", - "SENSES":"crwdns7335:0crwdne7335:0", - "SHEET":"crwdns7747:0crwdne7747:0", - "SHEET_OUTPUT":"crwdns7748:0crwdne7748:0", - "SHIELD":"crwdns7336:0crwdne7336:0", - "SHORT_REST":"crwdns7337:0crwdne7337:0", - "SHOW_ALL":"crwdns7338:0crwdne7338:0", - "SHOW_PASSIVE":"crwdns7339:0crwdne7339:0", - "SHOW_RESTS":"crwdns7340:0crwdne7340:0", - "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"crwdns7341:0crwdne7341:0", - "SHOW_TARGET_AC_ON_ATTACKS":"crwdns7342:0crwdne7342:0", - "SHOW_TARGET_NAME_ON_ATTACKS":"crwdns7343:0crwdne7343:0", - "SHOW_TOTALS":"crwdns7344:0crwdne7344:0", - "SHOW_UNPREPARED_SPELLS":"crwdns7345:0crwdne7345:0", - "SILVER_PIECES":"crwdns7443:0crwdne7443:0", - "SIZE":"crwdns7346:0crwdne7346:0", - "SKILL":"crwdns7347:0crwdne7347:0", - "SKILLS":"crwdns7348:0crwdne7348:0", - "SKILL_SELECT_EXPERTISE":"crwdns8223:0crwdne8223:0", - "SKILL_SELECT_PROFICIENT":"crwdns8224:0crwdne8224:0", - "SKILL_SELECT_UNPROFICIENT":"crwdns8225:0crwdne8225:0", - "SKIN":"crwdns7349:0crwdne7349:0", - "SLASHING":"crwdns7350:0crwdne7350:0", - "SLEIGHTOFHAND":"crwdns7351:0crwdne7351:0", - "SMALL":"crwdns7352:0crwdne7352:0", - "SOCIETY":"crwdns8226:0crwdne8226:0", - "SORCERER":"crwdns7354:0crwdne7354:0", - "SOURCE":"crwdns7355:0crwdne7355:0", - "SOURCE_TO_TARGET":"crwdns8227:0crwdne8227:0", - "SPECIAL":"crwdns7430:0crwdne7430:0", - "SPECIAL_EFFECTS":"crwdns7356:0crwdne7356:0", - "SPEED":"crwdns7357:0crwdne7357:0", - "SPELL":"crwdns7358:0crwdne7358:0", - "SPELLCASTING":"crwdns7359:0crwdne7359:0", - "SPELLCASTING_LEVEL":"crwdns7360:0crwdne7360:0", - "SPELLS":"crwdns7361:0crwdne7361:0", - "SPELL_LEVEL":"crwdns7362:0crwdne7362:0", - "SPELL_MUST_HAVE":"crwdns7363:0crwdne7363:0", - "SPELL_POINTS":"crwdns7364:0crwdne7364:0", - "SPELL_POINTS_TITLE":"crwdns7365:0crwdne7365:0", - "SPELL_SLOTS":"crwdns7366:0crwdne7366:0", - "SPELL_SLOTS_TITLE":"crwdns7367:0crwdne7367:0", - "STATBLOCK":"crwdns7368:0crwdne7368:0", - "STEALTH":"crwdns7369:0crwdne7369:0", - "STR":"crwdns7370:0crwdne7370:0", - "STRENGTH":"crwdns7371:0crwdne7371:0", - "STR_13":"crwdns8228:0crwdne8228:0", - "STR_15":"crwdns8229:0crwdne8229:0", - "SUCCESSES":"crwdns7372:0crwdne7372:0", - "SURVIVAL":"crwdns7373:0crwdne7373:0", - "SWIM":"crwdns7374:0crwdne7374:0", - "TARGET":"crwdns7375:0crwdne7375:0", - "TARGET_TO_SOURCE":"crwdns8230:0crwdne8230:0", - "TEXT_SIZE":"crwdns7376:0crwdne7376:0", - "THUNDER":"crwdns7377:0crwdne7377:0", - "TINY":"crwdns7378:0crwdne7378:0", - "TOTAL":"crwdns7379:0crwdne7379:0", - "TOTAL_GOLD_VALUE":"crwdns7447:0crwdne7447:0", - "TO_TRACKER":"crwdns7380:0crwdne7380:0", - "TRACKER":"crwdns7381:0crwdne7381:0", - "TRAITS":"crwdns7382:0crwdne7382:0", - "TRANSMUTATION":"crwdns7383:0crwdne7383:0", - "TREMORSENSE":"crwdns7384:0crwdne7384:0", - "TRUESIGHT":"crwdns7385:0crwdne7385:0", - "TURN_OFF_FILTERING":"crwdns7386:0crwdne7386:0", - "TYPE":"crwdns7387:0crwdne7387:0", - "UNARMORED":"crwdns7388:0crwdne7388:0", - "UNPROFICIENT":"crwdns7389:0crwdne7389:0", - "UNTIL_DISPELLED":"crwdns7417:0crwdne7417:0", - "UNTIL_DISPELLED_OR_TRIGGERED":"crwdns7418:0crwdne7418:0", - "USED":"crwdns7390:0crwdne7390:0", - "USES":"crwdns7391:0crwdne7391:0", - "USE_CUSTOM_SAVING_THROWS":"crwdns7822:0crwdne7822:0", - "VISION":"crwdns7393:0crwdne7393:0", - "VS":"crwdns7394:0crwdne7394:0", - "VS_FIEND_OR_UNDEAD":"crwdns7395:0crwdne7395:0", - "WARLOCK":"crwdns7396:0crwdne7396:0", - "WARLOCK_SPELL_SLOTS":"crwdns7397:0crwdne7397:0", - "WEIGHT":"crwdns7398:0crwdne7398:0", - "WHISPERED_TO_GM":"crwdns7399:0crwdne7399:0", - "WILL":"crwdns7823:0crwdne7823:0", - "WIS":"crwdns7400:0crwdne7400:0", - "WISDOM":"crwdns7401:0crwdne7401:0", - "WIZARD":"crwdns7402:0crwdne7402:0", - "YES":"crwdns7403:0crwdne7403:0" + "0":"crwdns37557:0crwdne37557:0", + "10TH_LEVEL":"crwdns24754:0crwdne24754:0", + "10_DAYS":"crwdns24755:0crwdne24755:0", + "10_MINUTES":"crwdns24756:0crwdne24756:0", + "11TH_LEVEL":"crwdns24757:0crwdne24757:0", + "12TH_LEVEL":"crwdns24758:0crwdne24758:0", + "12_HOURS":"crwdns24759:0crwdne24759:0", + "13TH_LEVEL":"crwdns24760:0crwdne24760:0", + "14TH_LEVEL":"crwdns24761:0crwdne24761:0", + "15TH_LEVEL":"crwdns24762:0crwdne24762:0", + "16TH_LEVEL":"crwdns24763:0crwdne24763:0", + "17TH_LEVEL":"crwdns24764:0crwdne24764:0", + "18TH_LEVEL":"crwdns24765:0crwdne24765:0", + "19TH_LEVEL":"crwdns24766:0crwdne24766:0", + "1ST":"crwdns24767:0crwdne24767:0", + "1ST_LEVEL":"crwdns24768:0crwdne24768:0", + "1_ACTION":"crwdns24770:0crwdne24770:0", + "1_BONUS_ACTION":"crwdns24771:0crwdne24771:0", + "1_HOUR":"crwdns24772:0crwdne24772:0", + "1_MINUTE":"crwdns24773:0crwdne24773:0", + "1_REACTION":"crwdns24774:0crwdne24774:0", + "1_ROUND":"crwdns24775:0crwdne24775:0", + "20TH_LEVEL":"crwdns24776:0crwdne24776:0", + "21ST_LEVEL":"crwdns24777:0crwdne24777:0", + "22ND_LEVEL":"crwdns24778:0crwdne24778:0", + "23RD_LEVEL":"crwdns24779:0crwdne24779:0", + "24TH_LEVEL":"crwdns24780:0crwdne24780:0", + "24_HOURS":"crwdns24781:0crwdne24781:0", + "25TH_LEVEL":"crwdns24782:0crwdne24782:0", + "26TH_LEVEL":"crwdns24783:0crwdne24783:0", + "27TH_LEVEL":"crwdns24784:0crwdne24784:0", + "28TH_LEVEL":"crwdns24785:0crwdne24785:0", + "29TH_LEVEL":"crwdns24786:0crwdne24786:0", + "2ND":"crwdns24787:0crwdne24787:0", + "2ND_LEVEL":"crwdns24788:0crwdne24788:0", + "30TH_LEVEL":"crwdns24790:0crwdne24790:0", + "30_DAYS":"crwdns24791:0crwdne24791:0", + "3RD":"crwdns24792:0crwdne24792:0", + "3RD_LEVEL":"crwdns24793:0crwdne24793:0", + "4TH":"crwdns24795:0crwdne24795:0", + "4TH_LEVEL":"crwdns24796:0crwdne24796:0", + "5TH":"crwdns24798:0crwdne24798:0", + "5TH_LEVEL":"crwdns24799:0crwdne24799:0", + "6TH":"crwdns24801:0crwdne24801:0", + "6TH_LEVEL":"crwdns24802:0crwdne24802:0", + "7TH":"crwdns24804:0crwdne24804:0", + "7TH_LEVEL":"crwdns24805:0crwdne24805:0", + "7_DAYS":"crwdns24807:0crwdne24807:0", + "8TH":"crwdns24808:0crwdne24808:0", + "8TH_LEVEL":"crwdns24809:0crwdne24809:0", + "8_HOURS":"crwdns24811:0crwdne24811:0", + "9TH":"crwdns24812:0crwdne24812:0", + "9TH_LEVEL":"crwdns24813:0crwdne24813:0", + "ABILITY":"crwdns24815:0crwdne24815:0", + "ABILITY_CHECK":"crwdns24816:0crwdne24816:0", + "ABILITY_CHECKS":"crwdns24817:0crwdne24817:0", + "ABILITY_CHECKS_QUERY":"crwdns37558:0crwdne37558:0", + "ABILITY_SCORES":"crwdns24818:0crwdne24818:0", + "ABJURATION":"crwdns24819:0crwdne24819:0", + "AC":"crwdns24820:0crwdne24820:0", + "ACID":"crwdns24821:0crwdne24821:0", + "ACROBATICS":"crwdns24822:0crwdne24822:0", + "ACTION":"crwdns24823:0crwdne24823:0", + "ACTIONS":"crwdns24824:0crwdne24824:0", + "AC_ARMORED":"crwdns24825:0crwdne24825:0", + "AC_UNARMORED":"crwdns24826:0crwdne24826:0", + "AC_UNARMORED_ABILITY":"crwdns24827:0crwdne24827:0", + "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"crwdns24828:0crwdne24828:0", + "ADVANTAGE":"crwdns24829:0crwdne24829:0", + "AGE":"crwdns24830:0crwdne24830:0", + "ALIGNMENT":"crwdns24831:0crwdne24831:0", + "ALL":"crwdns24832:0crwdne24832:0", + "AMMO":"crwdns24833:0crwdne24833:0", + "AMMO_AUTO_USE":"crwdns24834:0crwdne24834:0", + "AMMO_WEIGHT":"crwdns24835:0crwdne24835:0", + "AMPHIBIOUS":"crwdns24836:0crwdne24836:0", + "ANIMALHANDLING":"crwdns24837:0crwdne24837:0", + "API":"crwdns24838:0crwdne24838:0", + "APPEARANCE":"crwdns24839:0crwdne24839:0", + "ARCANA":"crwdns24840:0crwdne24840:0", + "ARMOR":"crwdns24841:0crwdne24841:0", + "ARMORED_AND_UNARMORED":"crwdns24842:0crwdne24842:0", + "ARMOR_CLASS":"crwdns24843:0crwdne24843:0", + "ARROWS":"crwdns24844:0crwdne24844:0", + "ARTIFICER":"crwdns37560:0crwdne37560:0", + "AS":"crwdns24845:0crwdne24845:0", + "ATHLETICS":"crwdns24846:0crwdne24846:0", + "ATK":"crwdns24847:0crwdne24847:0", + "ATTACHERS":"crwdns24848:0crwdne24848:0", + "ATTACK":"crwdns24849:0crwdne24849:0", + "ATTACKS":"crwdns24850:0crwdne24850:0", + "AT_WILL":"crwdns24851:0crwdne24851:0", + "AUTO":"crwdns24852:0crwdne24852:0", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES":"crwdns38699:0crwdne38699:0", + "AUTOMATIC_HIGHER_LEVEL_QUERIES":"crwdns37561:0crwdne37561:0", + "AUTO_REVERT_ADV":"crwdns24853:0crwdne24853:0", + "AVERAGE_OF_ABILITIES":"crwdns24854:0crwdne24854:0", + "AVG":"crwdns37562:0crwdne37562:0", + "BACKGROUND":"crwdns24855:0crwdne24855:0", + "BACKSTORY":"crwdns37563:0crwdne37563:0", + "BARBARIAN":"crwdns24856:0crwdne24856:0", + "BARD":"crwdns24857:0crwdne24857:0", + "BASE_DC":"crwdns24858:0crwdne24858:0", + "BIG":"crwdns24859:0crwdne24859:0", + "BITE":"crwdns24860:0crwdne24860:0", + "BLINDED":"crwdns24861:0crwdne24861:0", + "BLINDSIGHT":"crwdns24862:0crwdne24862:0", + "BLIND_BEYOND":"crwdns37564:0crwdne37564:0", + "BLUDGEONING":"crwdns24864:0crwdne24864:0", + "BONDS":"crwdns24865:0crwdne24865:0", + "BONUS":"crwdns24866:0crwdne24866:0", + "BONUSES":"crwdns24867:0crwdne24867:0", + "BONUSES_AND_PENALTIES":"crwdns24868:0crwdne24868:0", + "BONUSES_AND_PENALTIES_TOOLTIP":"crwdns24869:0crwdne24869:0", + "BREAK_TIES":"crwdns24870:0crwdne24870:0", + "BURROW":"crwdns24871:0crwdne24871:0", + "CANCEL":"crwdns24872:0crwdne24872:0", + "CANTRIP":"crwdns24873:0crwdne24873:0", + "CANTRIPS":"crwdns24874:0crwdne24874:0", + "CAN_HAVE":"crwdns24875:0crwdne24875:0", + "CARRIED":"crwdns24876:0crwdne24876:0", + "CARRYING_CAPACITY":"crwdns24877:0crwdne24877:0", + "CARRYING_PUSH_DRAG_LIFT":"crwdns24878:0crwdne24878:0", + "CASTERS_FULL":"crwdns24879:0crwdne24879:0", + "CASTERS_HALF":"crwdns24880:0crwdne24880:0", + "CASTERS_THIRD":"crwdns24881:0crwdne24881:0", + "CASTING_TIME":"crwdns24882:0crwdne24882:0", + "CHA":"crwdns24883:0crwdne24883:0", + "CHALLENGE":"crwdns24884:0crwdne24884:0", + "CHARACTER":"crwdns24885:0crwdne24885:0", + "CHARACTER_NAME":"crwdns24886:0crwdne24886:0", + "CHARACTER_NAME_ON_ROLL_TEMPLATES":"crwdns24887:0crwdne24887:0", + "CHARISMA":"crwdns24888:0crwdne24888:0", + "CHARMED":"crwdns24889:0crwdne24889:0", + "CHECK":"crwdns24890:0crwdne24890:0", + "CHECK_BONUS":"crwdns24891:0crwdne24891:0", + "CHOOSE_WHEN_ROLLING":"crwdns24892:0crwdne24892:0", + "CLASS":"crwdns24894:0crwdne24894:0", + "CLASS_AND_LEVEL":"crwdns24895:0crwdne24895:0", + "CLASS_AND_LEVEL_PLACEHOLDER":"crwdns24896:0crwdne24896:0", + "CLASS_FEATURES":"crwdns38700:0crwdne38700:0", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"crwdns38701:0crwdne38701:0", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"crwdns38702:0crwdne38702:0", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"crwdns38703:0crwdne38703:0", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"crwdns38704:0crwdne38704:0", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"crwdns38705:0crwdne38705:0", + "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"crwdns38706:0crwdne38706:0", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"crwdns38707:0crwdne38707:0", + "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"crwdns38708:0crwdne38708:0", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"crwdns38709:0crwdne38709:0", + "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"crwdns38710:0crwdne38710:0", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"crwdns38711:0crwdne38711:0", + "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT":"crwdns38712:0crwdne38712:0", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION":"crwdns38713:0crwdne38713:0", + "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT":"crwdns38714:0crwdne38714:0", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL":"crwdns38715:0crwdne38715:0", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"crwdns38716:0crwdne38716:0", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"crwdns38717:0crwdne38717:0", + "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"crwdns38718:0crwdne38718:0", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"crwdns38719:0crwdne38719:0", + "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"crwdns38720:0crwdne38720:0", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"crwdns38721:0crwdne38721:0", + "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT":"crwdns38722:0crwdne38722:0", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT":"crwdns38723:0crwdne38723:0", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT":"crwdns38724:0crwdne38724:0", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE":"crwdns38725:0crwdne38725:0", + "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT":"crwdns38726:0crwdne38726:0", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION":"crwdns38727:0crwdne38727:0", + "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT":"crwdns38728:0crwdne38728:0", + "CLASS_FEATURE_BARBARIAN_RAGE":"crwdns38729:0crwdne38729:0", + "CLASS_FEATURE_BARBARIAN_RAGE_TEXT":"crwdns38730:0crwdne38730:0", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK":"crwdns38731:0crwdne38731:0", + "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT":"crwdns38732:0crwdne38732:0", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE":"crwdns38733:0crwdne38733:0", + "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT":"crwdns38734:0[10]crwdne38734:0", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE":"crwdns38735:0crwdne38735:0", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT":"crwdns38736:0crwdne38736:0", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION":"crwdns38737:0crwdne38737:0", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT":"crwdns38738:0crwdne38738:0", + "CLASS_FEATURE_BARD_COUNTERCHARM":"crwdns38739:0crwdne38739:0", + "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT":"crwdns38740:0crwdne38740:0", + "CLASS_FEATURE_BARD_EXPERTISE":"crwdns38741:0crwdne38741:0", + "CLASS_FEATURE_BARD_EXPERTISE_TEXT":"crwdns38742:0crwdne38742:0", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES":"crwdns38743:0crwdne38743:0", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT":"crwdns38744:0crwdne38744:0", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS":"crwdns38745:0crwdne38745:0", + "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT":"crwdns38746:0crwdne38746:0", + "CLASS_FEATURE_BARD_SONG_OF_REST":"crwdns38747:0crwdne38747:0", + "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT":"crwdns38748:0crwdne38748:0", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION":"crwdns38749:0crwdne38749:0", + "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT":"crwdns38750:0crwdne38750:0", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY":"crwdns38751:0crwdne38751:0", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT":"crwdns38752:0crwdne38752:0", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD":"crwdns38753:0crwdne38753:0", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT":"crwdns38754:0crwdne38754:0", + "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2":"crwdns38755:0crwdne38755:0", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION":"crwdns38756:0crwdne38756:0", + "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT":"crwdns38757:0crwdne38757:0", + "CLASS_FEATURE_DRUID_ARCHDRUID":"crwdns38758:0crwdne38758:0", + "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT":"crwdns38759:0crwdne38759:0", + "CLASS_FEATURE_DRUID_BEAST_SPELLS":"crwdns38760:0crwdne38760:0", + "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT":"crwdns38761:0crwdne38761:0", + "CLASS_FEATURE_DRUID_DRUIDIC":"crwdns38762:0crwdne38762:0", + "CLASS_FEATURE_DRUID_DRUIDIC_TEXT":"crwdns38763:0crwdne38763:0", + "CLASS_FEATURE_DRUID_TIMELESS_BODY":"crwdns38764:0crwdne38764:0", + "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT":"crwdns38765:0crwdne38765:0", + "CLASS_FEATURE_DRUID_WILD_SHAPE":"crwdns38766:0crwdne38766:0", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":"crwdns38767:0crwdne38767:0", + "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":"crwdns38768:0crwdne38768:0", + "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"crwdns38769:0crwdne38769:0", + "CLASS_FEATURE_EXTRA_ATTACK":"crwdns24956:0crwdne24956:0", + "CLASS_FEATURE_EXTRA_ATTACK_FOUR":"crwdns24957:0crwdne24957:0", + "CLASS_FEATURE_EXTRA_ATTACK_TEXT":"crwdns24958:0crwdne24958:0", + "CLASS_FEATURE_EXTRA_ATTACK_THREE":"crwdns24959:0crwdne24959:0", + "CLASS_FEATURE_EXTRA_ATTACK_TWICE":"crwdns24960:0crwdne24960:0", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"crwdns38770:0crwdne38770:0", + "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"crwdns38771:0crwdne38771:0", + "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"crwdns38772:0crwdne38772:0", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"crwdns38773:0crwdne38773:0", + "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"crwdns38774:0crwdne38774:0", + "CLASS_FEATURE_FIGHTER_INDOMITABLE":"crwdns38775:0crwdne38775:0", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"crwdns38776:0crwdne38776:0", + "CLASS_FEATURE_FIGHTER_SECOND_WIND":"crwdns38777:0crwdne38777:0", + "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"crwdns38778:0crwdne38778:0", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"crwdns38779:0crwdne38779:0", + "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"crwdns38780:0{dexterity_mod}crwdnd38780:0[dex]crwdnd38780:0{monk_level}crwdne38780:0", + "CLASS_FEATURE_MONK_DIAMOND_SOUL":"crwdns38781:0crwdne38781:0", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"crwdns38782:0crwdne38782:0", + "CLASS_FEATURE_MONK_EMPTY_BODY":"crwdns38783:0crwdne38783:0", + "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"crwdns38784:0crwdne38784:0", + "CLASS_FEATURE_MONK_EVASION":"crwdns38785:0crwdne38785:0", + "CLASS_FEATURE_MONK_EVASION_TEXT":"crwdns38786:0crwdne38786:0", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"crwdns38787:0crwdne38787:0", + "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"crwdns38788:0crwdne38788:0", + "CLASS_FEATURE_MONK_KI":"crwdns38789:0crwdne38789:0", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"crwdns38790:0crwdne38790:0", + "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"crwdns38791:0crwdne38791:0", + "CLASS_FEATURE_MONK_KI_TEXT":"crwdns38792:0crwdne38792:0", + "CLASS_FEATURE_MONK_MARTIAL_ARTS":"crwdns38793:0crwdne38793:0", + "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"crwdns38794:0crwdne38794:0", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"crwdns38795:0crwdne38795:0", + "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"crwdns38796:0crwdne38796:0", + "CLASS_FEATURE_MONK_PERFECT_SELF":"crwdns38797:0crwdne38797:0", + "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"crwdns38798:0crwdne38798:0", + "CLASS_FEATURE_MONK_PURITY_OF_BODY":"crwdns38799:0crwdne38799:0", + "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"crwdns38800:0crwdne38800:0", + "CLASS_FEATURE_MONK_SLOW_FALL":"crwdns38801:0crwdne38801:0", + "CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"crwdns38802:0{monk_level}crwdne38802:0", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND":"crwdns38803:0crwdne38803:0", + "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT":"crwdns38804:0crwdne38804:0", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND":"crwdns38805:0crwdne38805:0", + "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT":"crwdns38806:0crwdne38806:0", + "CLASS_FEATURE_MONK_STUNNING_STRIKE":"crwdns38807:0crwdne38807:0", + "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT":"crwdns38808:0crwdne38808:0", + "CLASS_FEATURE_MONK_TIMELESS_BODY":"crwdns38809:0crwdne38809:0", + "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT":"crwdns38810:0crwdne38810:0", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON":"crwdns38811:0crwdne38811:0", + "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT":"crwdns38812:0crwdne38812:0", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE":"crwdns38813:0crwdne38813:0", + "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT":"crwdns38814:0crwdne38814:0", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT":"crwdns38815:0crwdne38815:0", + "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT":"crwdns38816:0crwdne38816:0", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE":"crwdns38817:0crwdne38817:0", + "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT":"crwdns38818:0crwdne38818:0", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION":"crwdns38819:0crwdne38819:0", + "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT":"crwdns38820:0{charisma_mod}crwdne38820:0", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY":"crwdns38821:0crwdne38821:0", + "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT":"crwdns38822:0crwdne38822:0", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH":"crwdns40534:0crwdne40534:0", + "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT":"crwdns38824:0crwdne38824:0", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH":"crwdns38825:0crwdne38825:0", + "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT":"crwdns38826:0crwdne38826:0", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE":"crwdns38827:0crwdne38827:0", + "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT":"crwdns38828:0crwdne38828:0", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE":"crwdns38829:0crwdne38829:0", + "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT":"crwdns38830:0crwdne38830:0", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE":"crwdns38831:0crwdne38831:0", + "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT":"crwdns38832:0crwdne38832:0", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE":"crwdns38833:0crwdne38833:0", + "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT":"crwdns38834:0crwdne38834:0", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS":"crwdns38835:0crwdne38835:0", + "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT":"crwdns38836:0crwdne38836:0", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY":"crwdns38837:0crwdne38837:0", + "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT":"crwdns38838:0crwdne38838:0", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES":"crwdns38839:0crwdne38839:0", + "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT":"crwdns38840:0crwdne38840:0", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE":"crwdns38841:0crwdne38841:0", + "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT":"crwdns38842:0crwdne38842:0", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT":"crwdns38843:0crwdne38843:0", + "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT":"crwdns38844:0crwdne38844:0", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER":"crwdns38845:0crwdne38845:0", + "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT":"crwdns38846:0crwdne38846:0", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY":"crwdns38847:0crwdne38847:0", + "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT":"crwdns38848:0crwdne38848:0", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT":"crwdns38849:0crwdne38849:0", + "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT":"crwdns38850:0crwdne38850:0", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER":"crwdns38851:0crwdne38851:0", + "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT":"crwdns38852:0crwdne38852:0", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS":"crwdns38853:0crwdne38853:0", + "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT":"crwdns38854:0crwdne38854:0", + "CLASS_FEATURE_RANGERUA_VANISH":"crwdns38855:0crwdne38855:0", + "CLASS_FEATURE_RANGERUA_VANISH_TEXT":"crwdns38856:0crwdne38856:0", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY":"crwdns38857:0crwdne38857:0", + "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT":"crwdns38858:0crwdne38858:0", + "CLASS_FEATURE_RANGER_FERAL_SENSES":"crwdns38859:0crwdne38859:0", + "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT":"crwdns38860:0crwdne38860:0", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE":"crwdns38861:0crwdne38861:0", + "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT":"crwdns38862:0crwdne38862:0", + "CLASS_FEATURE_RANGER_FOE_SLAYER":"crwdns38863:0crwdne38863:0", + "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT":"crwdns38864:0crwdne38864:0", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT":"crwdns38865:0crwdne38865:0", + "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT":"crwdns38866:0crwdne38866:0", + "CLASS_FEATURE_RANGER_LANDS_STRIDE":"crwdns38867:0crwdne38867:0", + "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT":"crwdns38868:0crwdne38868:0", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER":"crwdns38869:0crwdne38869:0", + "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT":"crwdns38870:0crwdne38870:0", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS":"crwdns38871:0crwdne38871:0", + "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT":"crwdns38872:0crwdne38872:0", + "CLASS_FEATURE_RANGER_VANISH":"crwdns38873:0crwdne38873:0", + "CLASS_FEATURE_RANGER_VANISH_TEXT":"crwdns38874:0crwdne38874:0", + "CLASS_FEATURE_ROGUE_BLINDSENSE":"crwdns38875:0crwdne38875:0", + "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT":"crwdns38876:0crwdne38876:0", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION":"crwdns38877:0crwdne38877:0", + "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT":"crwdns38878:0crwdne38878:0", + "CLASS_FEATURE_ROGUE_ELUSIVE":"crwdns38879:0crwdne38879:0", + "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT":"crwdns38880:0crwdne38880:0", + "CLASS_FEATURE_ROGUE_EVASION":"crwdns38881:0crwdne38881:0", + "CLASS_FEATURE_ROGUE_EVASION_TEXT":"crwdns38882:0crwdne38882:0", + "CLASS_FEATURE_ROGUE_EXPERTISE":"crwdns38883:0crwdne38883:0", + "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT":"crwdns38884:0crwdne38884:0", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT":"crwdns38885:0crwdne38885:0", + "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT":"crwdns38886:0crwdne38886:0", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND":"crwdns38887:0crwdne38887:0", + "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT":"crwdns38888:0crwdne38888:0", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK":"crwdns38889:0crwdne38889:0", + "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT":"crwdns38890:0crwdne38890:0", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK":"crwdns38891:0crwdne38891:0", + "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT":"crwdns38892:0crwdne38892:0", + "CLASS_FEATURE_ROGUE_THIEVES_CANT":"crwdns38893:0crwdne38893:0", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT":"crwdns38894:0crwdne38894:0", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE":"crwdns38895:0crwdne38895:0", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT":"crwdns38896:0crwdne38896:0", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING":"crwdns38897:0crwdne38897:0", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT":"crwdns38898:0crwdne38898:0", + "CLASS_FEATURE_SORCERER_METAMAGIC":"crwdns38899:0crwdne38899:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL":"crwdns38900:0crwdne38900:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT":"crwdns38901:0{charisma_mod}crwdne38901:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL":"crwdns38902:0crwdne38902:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT":"crwdns38903:0crwdne38903:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL":"crwdns38904:0crwdne38904:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT":"crwdns38905:0{charisma_mod}crwdne38905:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL":"crwdns38906:0crwdne38906:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT":"crwdns38907:0crwdne38907:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL":"crwdns38908:0crwdne38908:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT":"crwdns38909:0crwdne38909:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL":"crwdns38910:0crwdne38910:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT":"crwdns38911:0crwdne38911:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL":"crwdns38912:0crwdne38912:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT":"crwdns38913:0crwdne38913:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT":"crwdns38914:0crwdne38914:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL":"crwdns38915:0crwdne38915:0", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT":"crwdns38916:0crwdne38916:0", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION":"crwdns38917:0crwdne38917:0", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT":"crwdns38918:0crwdne38918:0", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS":"crwdns38919:0crwdne38919:0", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT":"crwdns38920:0crwdne38920:0", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS":"crwdns38921:0crwdne38921:0", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT":"crwdns38922:0crwdne38922:0", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER":"crwdns38923:0crwdne38923:0", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT":"crwdns38924:0crwdne38924:0", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM":"crwdns38925:0crwdne38925:0", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT":"crwdns38926:0crwdne38926:0", + "CLASS_FEATURE_WARLOCK_PACT_BOON":"crwdns38927:0crwdne38927:0", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT":"crwdns38928:0crwdne38928:0", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY":"crwdns38929:0crwdne38929:0", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT":"crwdns38930:0{wizard_level}crwdne38930:0", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS":"crwdns38931:0crwdne38931:0", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT":"crwdns38932:0crwdne38932:0", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY":"crwdns38933:0crwdne38933:0", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT":"crwdns38934:0crwdne38934:0", + "CLASS_LEVELS":"crwdns25097:0crwdne25097:0", + "CLERIC":"crwdns25098:0crwdne25098:0", + "CLIMB":"crwdns25099:0crwdne25099:0", + "CLOSE":"crwdns25100:0crwdne25100:0", + "COINAGE":"crwdns25101:0crwdne25101:0", + "COINS_CP":"crwdns25102:0crwdne25102:0", + "COINS_EP":"crwdns25103:0crwdne25103:0", + "COINS_GP":"crwdns25104:0crwdne25104:0", + "COINS_PP":"crwdns25105:0crwdne25105:0", + "COINS_SP":"crwdns25106:0crwdne25106:0", + "COIN_CONVERSION_GP_PER_CP":"crwdns37589:0crwdne37589:0", + "COIN_CONVERSION_GP_PER_EP":"crwdns37590:0crwdne37590:0", + "COIN_CONVERSION_GP_PER_PP":"crwdns37591:0crwdne37591:0", + "COIN_CONVERSION_GP_PER_SP":"crwdns37592:0crwdne37592:0", + "COLD":"crwdns25111:0crwdne25111:0", + "COLOR":"crwdns25112:0crwdne25112:0", + "COMPONENTS":"crwdns25113:0crwdne25113:0", + "COMPONENTS_M":"crwdns25114:0crwdne25114:0", + "COMPONENTS_S":"crwdns25115:0crwdne25115:0", + "COMPONENTS_S_M":"crwdns25116:0crwdne25116:0", + "COMPONENTS_V":"crwdns25117:0crwdne25117:0", + "COMPONENTS_V_M":"crwdns25118:0crwdne25118:0", + "COMPONENTS_V_S":"crwdns25119:0crwdne25119:0", + "COMPONENTS_V_S_M":"crwdns25120:0crwdne25120:0", + "CON":"crwdns25121:0crwdne25121:0", + "CONC":"crwdns25122:0crwdne25122:0", + "CONCENTRATION":"crwdns25123:0crwdne25123:0", + "CONCENTRATION_UP_TO_10_MINUTES":"crwdns37593:0crwdne37593:0", + "CONCENTRATION_UP_TO_12_HOURS":"crwdns25125:0crwdne25125:0", + "CONCENTRATION_UP_TO_1_HOUR":"crwdns25126:0crwdne25126:0", + "CONCENTRATION_UP_TO_1_MINUTE":"crwdns25127:0crwdne25127:0", + "CONCENTRATION_UP_TO_1_ROUND":"crwdns25128:0crwdne25128:0", + "CONCENTRATION_UP_TO_24_HOURS":"crwdns25129:0crwdne25129:0", + "CONCENTRATION_UP_TO_2_HOURS":"crwdns25130:0crwdne25130:0", + "CONCENTRATION_UP_TO_6_ROUNDS":"crwdns25131:0crwdne25131:0", + "CONCENTRATION_UP_TO_8_HOURS":"crwdns25132:0crwdne25132:0", + "CONDENSE":"crwdns25133:0crwdne25133:0", + "CONDITIONS":"crwdns25134:0crwdne25134:0", + "CONDITION_IMMUNITIES":"crwdns25135:0crwdne25135:0", + "CONJURATION":"crwdns25136:0crwdne25136:0", + "CONSTITUTION":"crwdns25137:0crwdne25137:0", + "CONTENT":"crwdns25138:0crwdne25138:0", + "CONTRACT":"crwdns29632:0crwdne29632:0", + "COPPER_PIECES":"crwdns25139:0crwdne25139:0", + "CORE":"crwdns25140:0crwdne25140:0", + "COST":"crwdns37594:0crwdne37594:0", + "COSTS_2_ACTIONS":"crwdns37595:0crwdne37595:0", + "COSTS_3_ACTIONS":"crwdns37596:0crwdne37596:0", + "CREATE_CLASS_FEATURES":"crwdns29633:0crwdne29633:0", + "CRIT":"crwdns25141:0crwdne25141:0", + "CRITICAL_DAMAGE":"crwdns37597:0crwdne37597:0", + "CRITICAL_DAMAGE_IS_MAXIMIZED":"crwdns37598:0crwdne37598:0", + "CRIT_ATTACHER_TOOLTIP":"crwdns25142:0crwdne25142:0", + "CRIT_RANGE":"crwdns25144:0crwdne25144:0", + "CURRENT":"crwdns25145:0crwdne25145:0", + "CUSTOM":"crwdns25146:0crwdne25146:0", + "CUSTOM_CLASSES":"crwdns25147:0crwdne25147:0", + "CUSTOM_CLASS_NAME":"crwdns25148:0crwdne25148:0", + "CUSTOM_GOLD_VALUES":"crwdns25149:0crwdne25149:0", + "DAMAGE":"crwdns25150:0crwdne25150:0", + "DAMAGE_IMMUNITIES":"crwdns25151:0crwdne25151:0", + "DAMAGE_RESISTANCES":"crwdns25152:0crwdne25152:0", + "DAMAGE_VULNERABILITIES":"crwdns25153:0crwdne25153:0", + "DARKVISION":"crwdns25154:0crwdne25154:0", + "DC":"crwdns25155:0crwdne25155:0", + "DEAFENED":"crwdns25156:0crwdne25156:0", + "DEATH":"crwdns25157:0crwdne25157:0", + "DEATH_SAVES":"crwdns25158:0crwdne25158:0", + "DEATH_SAVING_THROW":"crwdns25159:0crwdne25159:0", + "DEATH_SAVING_THROWS":"crwdns25160:0crwdne25160:0", + "DECEPTION":"crwdns25161:0crwdne25161:0", + "DEX":"crwdns25162:0crwdne25162:0", + "DEXTERITY":"crwdns25163:0crwdne25163:0", + "DICE":"crwdns25164:0crwdne25164:0", + "DICE_MODIFIERS":"crwdns38935:0crwdne38935:0", + "DIE":"crwdns25165:0crwdne25165:0", + "DISADVANTAGE":"crwdns25166:0crwdne25166:0", + "DISPLAY":"crwdns25167:0crwdne25167:0", + "DISPLAY_AUDITORY":"crwdns25168:0crwdne25168:0", + "DISPLAY_AUDITORY_MATERIAL":"crwdns25169:0crwdne25169:0", + "DISPLAY_AUDITORY_MENTAL":"crwdns25170:0crwdne25170:0", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY":"crwdns25171:0crwdne25171:0", + "DISPLAY_AUDITORY_MENTAL_VISUAL":"crwdns25172:0crwdne25172:0", + "DISPLAY_AUDITORY_OLFACTORY":"crwdns25173:0crwdne25173:0", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL":"crwdns25174:0crwdne25174:0", + "DISPLAY_AUDITORY_VISUAL":"crwdns25175:0crwdne25175:0", + "DISPLAY_AUDITORY_VISUAL_MATERIAL":"crwdns25176:0crwdne25176:0", + "DISPLAY_MATERIAL":"crwdns25177:0crwdne25177:0", + "DISPLAY_MENTAL":"crwdns25178:0crwdne25178:0", + "DISPLAY_MENTAL_MATERIAL":"crwdns25179:0crwdne25179:0", + "DISPLAY_MENTAL_OLFACTORY":"crwdns25180:0crwdne25180:0", + "DISPLAY_MENTAL_OLFACTORY_VISUAL":"crwdns25181:0crwdne25181:0", + "DISPLAY_MENTAL_VISUAL":"crwdns25182:0crwdne25182:0", + "DISPLAY_OLFACTORY":"crwdns25184:0crwdne25184:0", + "DISPLAY_OLFACTORY_MATERIAL":"crwdns25185:0crwdne25185:0", + "DISPLAY_OLFACTORY_VISUAL":"crwdns25186:0crwdne25186:0", + "DISPLAY_TEXT":"crwdns25187:0crwdne25187:0", + "DISPLAY_VISUAL":"crwdns25188:0crwdne25188:0", + "DISPLAY_VISUAL_MATERIAL":"crwdns25189:0crwdne25189:0", + "DISTANCE":"crwdns25190:0crwdne25190:0", + "DIVINATION":"crwdns25191:0crwdne25191:0", + "DMG":"crwdns25192:0crwdne25192:0", + "DOCUMENTATION":"crwdns25193:0crwdne25193:0", + "DONT":"crwdns25194:0crwdne25194:0", + "DRAGON":"crwdns25195:0crwdne25195:0", + "DRUID":"crwdns25196:0crwdne25196:0", + "DURATION":"crwdns25197:0crwdne25197:0", + "EFFECT":"crwdns25198:0crwdne25198:0", + "ELECTRUM_PIECES":"crwdns25199:0crwdne25199:0", + "EMOTE":"crwdns25200:0crwdne25200:0", + "ENCHANTMENT":"crwdns25201:0crwdne25201:0", + "ENCUMBERED":"crwdns25202:0crwdne25202:0", + "ENCUMBERED_HEAVILY":"crwdns25203:0crwdne25203:0", + "ENCUMBRANCE_MULTIPLIER":"crwdns25204:0crwdne25204:0", + "ENGINEERING":"crwdns25205:0crwdne25205:0", + "EQUIPMENT":"crwdns25206:0crwdne25206:0", + "EVERY":"crwdns25207:0crwdne25207:0", + "EVOCATION":"crwdns25208:0crwdne25208:0", + "EXHAUSTION":"crwdns25209:0crwdne25209:0", + "EXHAUSTION_LEVEL":"crwdns25210:0crwdne25210:0", + "EXHAUSTION_LEVEL_1":"crwdns25211:0crwdne25211:0", + "EXHAUSTION_LEVEL_2":"crwdns25212:0crwdne25212:0", + "EXHAUSTION_LEVEL_3":"crwdns25213:0crwdne25213:0", + "EXHAUSTION_LEVEL_4":"crwdns25214:0crwdne25214:0", + "EXHAUSTION_LEVEL_5":"crwdns25215:0crwdne25215:0", + "EXHAUSTION_LEVEL_6":"crwdns25216:0crwdne25216:0", + "EXPAND":"crwdns29634:0crwdne29634:0", + "EXPERIENCE_POINTS":"crwdns25217:0crwdne25217:0", + "EXPERTISE":"crwdns25218:0crwdne25218:0", + "EXPERTISE_AS_ADVANTAGE":"crwdns25219:0crwdne25219:0", + "EXPLODE":"crwdns25220:0crwdne25220:0", + "EXTRAS":"crwdns25221:0crwdne25221:0", + "EXTRA_ON_A_CRIT":"crwdns37600:0crwdne37600:0", + "EYES":"crwdns25222:0crwdne25222:0", + "FAILURES":"crwdns25223:0crwdne25223:0", + "FEATS":"crwdns38936:0crwdne38936:0", + "FEATURES":"crwdns25224:0crwdne25224:0", + "FEATURES_AND_TRAITS":"crwdns25225:0crwdne25225:0", + "FEET":"crwdns25226:0crwdne25226:0", + "FEET_ABBREVIATION":"crwdns37601:0crwdne37601:0", + "FIELD":"crwdns25227:0crwdne25227:0", + "FIGHTER":"crwdns25228:0crwdne25228:0", + "FILTERS":"crwdns25229:0crwdne25229:0", + "FIN":"crwdns37602:0crwdne37602:0", + "FINESSE":"crwdns25230:0crwdne25230:0", + "FIRE":"crwdns25231:0crwdne25231:0", + "FLAT_HEAL":"crwdns25232:0crwdne25232:0", + "FLAWS":"crwdns25233:0crwdne25233:0", + "FLY":"crwdns25234:0crwdne25234:0", + "FORCE":"crwdns25235:0crwdne25235:0", + "FORT":"crwdns25236:0crwdne25236:0", + "FORTITUDE":"crwdns25237:0crwdne25237:0", + "FREEFORM":"crwdns25238:0crwdne25238:0", + "FREETEXT":"crwdns25239:0crwdne25239:0", + "FRIGHTENED":"crwdns25240:0crwdne25240:0", + "GARGANTUAN":"crwdns25241:0crwdne25241:0", + "GENDER":"crwdns25242:0crwdne25242:0", + "GENERATE_SKILLS":"crwdns25243:0crwdne25243:0", + "GLOBAL_ATTACK_BONUS":"crwdns37603:0crwdne37603:0", + "GLOBAL_CHECK_BONUS":"crwdns37604:0crwdne37604:0", + "GLOBAL_DAMAGE_BONUS":"crwdns37605:0crwdne37605:0", + "GLOBAL_MELEE_ATTACK_BONUS":"crwdns37606:0crwdne37606:0", + "GLOBAL_MELEE_DAMAGE_BONUS":"crwdns37607:0crwdne37607:0", + "GLOBAL_RANGED_ATTACK_BONUS":"crwdns37608:0crwdne37608:0", + "GLOBAL_RANGED_DAMAGE_BONUS":"crwdns37609:0crwdne37609:0", + "GLOBAL_SAVING_THROW_BONUS":"crwdns37610:0crwdne37610:0", + "GLOBAL_SPELL_ATTACK_BONUS":"crwdns37611:0crwdne37611:0", + "GLOBAL_SPELL_DAMAGE_BONUS":"crwdns37612:0crwdne37612:0", + "GLOBAL_SPELL_HEAL_BONUS":"crwdns37613:0crwdne37613:0", + "GOLD_PIECES":"crwdns25244:0crwdne25244:0", + "GRAPPLED":"crwdns25245:0crwdne25245:0", + "HAIR":"crwdns25246:0crwdne25246:0", + "HALFLING_LUCK":"crwdns25247:0crwdne25247:0", + "HALF_DAMAGE":"crwdns25248:0crwdne25248:0", + "HALF_ORC_SAVAGE_ATTACKS":"crwdns37614:0crwdne37614:0", + "HALF_PROFICIENCY":"crwdns37615:0crwdne37615:0", + "HEAL":"crwdns25249:0crwdne25249:0", + "HEAL_FOR":"crwdns25250:0crwdne25250:0", + "HEAVY_ARMOR":"crwdns25251:0crwdne25251:0", + "HEIGHT":"crwdns25252:0crwdne25252:0", + "HIDE":"crwdns25253:0crwdne25253:0", + "HIDE_INFO":"crwdns25254:0crwdne25254:0", + "HIDE_INFO_ABILITY_CHECKS":"crwdns25255:0crwdne25255:0", + "HIDE_INFO_ATTACK":"crwdns25256:0crwdne25256:0", + "HIDE_INFO_CONTENT":"crwdns37616:0crwdne37616:0", + "HIDE_INFO_COST":"crwdns37617:0crwdne37617:0", + "HIDE_INFO_DAMAGE":"crwdns25257:0crwdne25257:0", + "HIDE_INFO_EFFECT":"crwdns25258:0crwdne25258:0", + "HIDE_INFO_FREETEXT":"crwdns25259:0crwdne25259:0", + "HIDE_INFO_NOTE":"crwdns25260:0crwdne25260:0", + "HIDE_INFO_RECHARGE":"crwdns25261:0crwdne25261:0", + "HIDE_INFO_SAVING_THROWS":"crwdns25262:0crwdne25262:0", + "HIDE_INFO_SAVING_THROW_DC":"crwdns25263:0crwdne25263:0", + "HIDE_INFO_SAVING_THROW_FAILURE":"crwdns25264:0crwdne25264:0", + "HIDE_INFO_SAVING_THROW_SUCCESS":"crwdns25265:0crwdne25265:0", + "HIGHER_LEVEL":"crwdns25267:0crwdne25267:0", + "HIGHER_LEVEL_FLAT_AMOUNT":"crwdns37618:0crwdne37618:0", + "HISTORY":"crwdns25268:0crwdne25268:0", + "HIT":"crwdns37619:0crwdne37619:0", + "HIT_DICE":"crwdns25269:0crwdne25269:0", + "HIT_POINTS":"crwdns25270:0crwdne25270:0", + "HIT_POINTS_ROLLED":"crwdns25271:0crwdne25271:0", + "HIT_POINTS_TEMP":"crwdns25272:0crwdne25272:0", + "HIT_POINTS_TEMPORARY":"crwdns25273:0crwdne25273:0", + "HON":"crwdns37620:0crwdne37620:0", + "HONOR":"crwdns37621:0crwdne37621:0", + "HOUSERULES":"crwdns25274:0crwdne25274:0", + "HOVER":"crwdns25275:0crwdne25275:0", + "HUGE":"crwdns25276:0crwdne25276:0", + "IDEALS":"crwdns25277:0crwdne25277:0", + "IF_THE_TARGET_IS":"crwdns25278:0crwdne25278:0", + "ILLUSION":"crwdns25279:0crwdne25279:0", + "IMPORT":"crwdns25280:0crwdne25280:0", + "INCAPACITATED":"crwdns25281:0crwdne25281:0", + "INFLUENCE":"crwdns25282:0crwdne25282:0", + "INITIATIVE":"crwdns25283:0crwdne25283:0", + "INITIATIVE_BONUS":"crwdns37622:0crwdne37622:0", + "INNATE_SPELLCASTING":"crwdns25284:0crwdne25284:0", + "INNATE_SPELLCASTING_NO_MATERIAL":"crwdns25285:0crwdne25285:0", + "INNATE_SPELLCASTING_ONLY_VERBAL":"crwdns25286:0crwdne25286:0", + "INNATE_SPELLCASTING_TEXT_1":"crwdns25287:0crwdne25287:0", + "INNATE_SPELLCASTING_TEXT_2":"crwdns25288:0crwdne25288:0", + "INNATE_SPELLCASTING_TEXT_3":"crwdns25289:0crwdne25289:0", + "INSIGHT":"crwdns25290:0crwdne25290:0", + "INSPIRATION":"crwdns25291:0crwdne25291:0", + "INSPIRATION_MULTIPLE":"crwdns29635:0crwdne29635:0", + "INSTANTANEOUS":"crwdns25292:0crwdne25292:0", + "INSTANTANEOUS_OR_1_HOUR":"crwdns25293:0crwdne25293:0", + "INT":"crwdns25294:0crwdne25294:0", + "INTELLIGENCE":"crwdns25295:0crwdne25295:0", + "INTIMIDATION":"crwdns25296:0crwdne25296:0", + "INVESTIGATION":"crwdns25297:0crwdne25297:0", + "INVISIBLE":"crwdns25298:0crwdne25298:0", + "JACK_OF_ALL_TRADES":"crwdns25299:0crwdne25299:0", + "KI":"crwdns37623:0crwdne37623:0", + "KILOGRAMS":"crwdns25300:0crwdne25300:0", + "KNOWN":"crwdns37624:0crwdne37624:0", + "LAIR_ACTIONS":"crwdns25301:0crwdne25301:0", + "LANGUAGES":"crwdns25302:0crwdne25302:0", + "LARGE":"crwdns25303:0crwdne25303:0", + "LAWFUL_EVIL":"crwdns25304:0crwdne25304:0", + "LBS":"crwdns25305:0crwdne25305:0", + "LEGENDARY_ACTIONS":"crwdns25306:0crwdne25306:0", + "LEGENDARY_ACTIONS_TEXT_1":"crwdns25307:0crwdne25307:0", + "LEGENDARY_ACTIONS_TEXT_2":"crwdns25308:0crwdne25308:0", + "LEGENDARY_ACTIONS_TEXT_3":"crwdns25309:0crwdne25309:0", + "LEGENDARY_ACTIONS_TEXT_4":"crwdns25310:0crwdne25310:0", + "LEVEL":"crwdns25311:0crwdne25311:0", + "LEVELS":"crwdns25312:0crwdne25312:0", + "LIGHTNING":"crwdns25313:0crwdne25313:0", + "LIGHT_ARMOR":"crwdns25314:0crwdne25314:0", + "LIMIT":"crwdns25315:0crwdne25315:0", + "LONGER":"crwdns25316:0crwdne25316:0", + "LONGSWORD":"crwdns37625:0crwdne37625:0", + "LONG_REST":"crwdns25317:0crwdne25317:0", + "MACROS":"crwdns25318:0crwdne25318:0", + "MAX":"crwdns25320:0crwdne25320:0", + "MEASUREMENT_SYSTEMS":"crwdns25321:0crwdne25321:0", + "MEDICINE":"crwdns25322:0crwdne25322:0", + "MEDIUM":"crwdns25324:0crwdne25324:0", + "MEDIUM_ARMOR":"crwdns25325:0crwdne25325:0", + "MEDIUM_ARMOR_MAX_DEX":"crwdns25326:0crwdne25326:0", + "MELEE":"crwdns25327:0crwdne25327:0", + "MELEE_OR_RANGED_WEAPON_ATTACK":"crwdns37626:0crwdne37626:0", + "MELEE_SPELL_ATTACK":"crwdns37627:0crwdne37627:0", + "MELEE_WEAPON_ATTACK":"crwdns37628:0crwdne37628:0", + "METERS":"crwdns25330:0crwdne25330:0", + "METERS_ABBREVIATION":"crwdns37629:0crwdne37629:0", + "MISC":"crwdns25331:0crwdne25331:0", + "MISCELLANEOUS":"crwdns25332:0crwdne25332:0", + "MISCELLANEOUS_NOTES":"crwdns25333:0crwdne25333:0", + "MOD":"crwdns37630:0crwdne37630:0", + "MONK":"crwdns25334:0crwdne25334:0", + "MOVEMENT":"crwdns25335:0crwdne25335:0", + "MULTIPLIER":"crwdns25336:0crwdne25336:0", + "NAME":"crwdns25337:0crwdne25337:0", + "NATURE":"crwdns25338:0crwdne25338:0", + "NECROMANCY":"crwdns25339:0crwdne25339:0", + "NECROTIC":"crwdns25340:0crwdne25340:0", + "NO":"crwdns25341:0crwdne25341:0", + "NORMAL":"crwdns25342:0crwdne25342:0", + "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE":"crwdns38937:0crwdne38937:0", + "NPC":"crwdns25343:0crwdne25343:0", + "ONE_CREATURE":"crwdns25344:0crwdne25344:0", + "ONE_TARGET":"crwdns37631:0crwdne37631:0", + "OR":"crwdns25345:0crwdne25345:0", + "OTHER":"crwdns25346:0crwdne25346:0", + "OTHER_ARMOR":"crwdns25347:0crwdne25347:0", + "OTHER_DAMAGE":"crwdns37632:0crwdne37632:0", + "OTHER_PROFICIENCIES_AND_LANGUAGES":"crwdns25348:0crwdne25348:0", + "OTHER_TYPE":"crwdns25349:0crwdne25349:0", + "OUTPUT":"crwdns25350:0crwdne25350:0", + "PALADIN":"crwdns25351:0crwdne25351:0", + "PARALYZED":"crwdns25352:0crwdne25352:0", + "PASSIVE":"crwdns25353:0crwdne25353:0", + "PASSIVE_ABILITY_CHECK":"crwdns25354:0crwdne25354:0", + "PASSIVE_SKILLS":"crwdns25355:0crwdne25355:0", + "PC":"crwdns25356:0crwdne25356:0", + "PERCEPTION":"crwdns25357:0crwdne25357:0", + "PERFORMANCE":"crwdns25358:0crwdne25358:0", + "PERSONALITY_TRAITS":"crwdns25359:0crwdne25359:0", + "PERSUASION":"crwdns25360:0crwdne25360:0", + "PER_LEVEL":"crwdns37633:0crwdne37633:0", + "PER_USE":"crwdns37634:0crwdne37634:0", + "PETRIFIED":"crwdns25361:0crwdne25361:0", + "PIERCING":"crwdns25362:0crwdne25362:0", + "PLATINUM_PIECES":"crwdns25363:0crwdne25363:0", + "PLUS":"crwdns37635:0crwdne37635:0", + "POINTS":"crwdns25364:0crwdne25364:0", + "POINTS_OF_ORIGIN":"crwdns25365:0crwdne25365:0", + "POISON":"crwdns25366:0crwdne25366:0", + "POISONED":"crwdns25367:0crwdne25367:0", + "POUNDS":"crwdns25368:0crwdne25368:0", + "PREPARED":"crwdns25369:0crwdne25369:0", + "PREPARED_MATTERS":"crwdns25370:0crwdne25370:0", + "PROCESSING_CLOSE_MESSAGE":"crwdns25371:0crwdne25371:0", + "PROCESSING_MESSAGE":"crwdns25372:0crwdne25372:0", + "PROCESSING_TITLE":"crwdns25373:0crwdne25373:0", + "PROF":"crwdns25374:0crwdne25374:0", + "PROFICIENCIES":"crwdns25375:0crwdne25375:0", + "PROFICIENCY_BONUS":"crwdns25376:0crwdne25376:0", + "PROFICIENCY_DICE":"crwdns37636:0crwdne37636:0", + "PROFICIENT":"crwdns25377:0crwdne25377:0", + "PRONE":"crwdns25378:0crwdne25378:0", + "PSION":"crwdns25379:0crwdne25379:0", + "PSIONICS":"crwdns25380:0crwdne25380:0", + "PSIONICS_FULL":"crwdns25381:0crwdne25381:0", + "PSIONICS_HALF":"crwdns25382:0crwdne25382:0", + "PSIONICS_THIRD":"crwdns25383:0crwdne25383:0", + "PSI_LIMIT":"crwdns25386:0crwdne25386:0", + "PSI_POINTS":"crwdns25387:0crwdne25387:0", + "PSYCHIC":"crwdns25388:0crwdne25388:0", + "PUBLIC_FOR_ALL":"crwdns25392:0crwdne25392:0", + "QTY":"crwdns25393:0crwdne25393:0", + "QUERY":"crwdns25394:0crwdne25394:0", + "QUERY_ADVANTAGE_DEFAULT":"crwdns40535:0crwdne40535:0", + "QUERY_DISADVANTAGE_DEFAULT":"crwdns40536:0crwdne40536:0", + "QUICK":"crwdns25395:0crwdne25395:0", + "RACE":"crwdns25396:0crwdne25396:0", + "RACIAL_FEATURE_POWERFUL_BUILD":"crwdns38938:0crwdne38938:0", + "RACIAL_TRAITS":"crwdns38939:0crwdne38939:0", + "RADIANT":"crwdns25397:0crwdne25397:0", + "RANGE":"crwdns25398:0crwdne25398:0", + "RANGED":"crwdns25399:0crwdne25399:0", + "RANGED_SPELL_ATTACK":"crwdns37637:0crwdne37637:0", + "RANGED_WEAPON_ATTACK":"crwdns37638:0crwdne37638:0", + "RANGER":"crwdns25401:0crwdne25401:0", + "RANGERUA":"crwdns37639:0crwdne37639:0", + "REACH":"crwdns25402:0crwdne25402:0", + "REACTION":"crwdns25403:0crwdne25403:0", + "REACTIONS":"crwdns25404:0crwdne25404:0", + "RECHARGE":"crwdns25405:0crwdne25405:0", + "RECHARGE_2_6":"crwdns37640:0crwdne37640:0", + "RECHARGE_3_6":"crwdns37641:0crwdne37641:0", + "RECHARGE_4_6":"crwdns37642:0crwdne37642:0", + "RECHARGE_5_6":"crwdns37643:0crwdne37643:0", + "RECHARGE_6":"crwdns37644:0crwdne37644:0", + "RECHARGE_AFTER_LONG_REST":"crwdns37645:0crwdne37645:0", + "RECHARGE_AFTER_SHORT_OR_LONG_REST":"crwdns37646:0crwdne37646:0", + "REDUCED_MAX":"crwdns25406:0crwdne25406:0", + "REDUCED_MAX_HIT_POINTS":"crwdns25407:0crwdne25407:0", + "REF":"crwdns25408:0crwdne25408:0", + "REFLEX":"crwdns25409:0crwdne25409:0", + "REGAIN":"crwdns38940:0crwdne38940:0", + "REGIONAL_EFFECTS":"crwdns25410:0crwdne25410:0", + "RELIGION":"crwdns25411:0crwdne25411:0", + "REMARKABLE_ATHLETE":"crwdns25412:0crwdne25412:0", + "REPEAT":"crwdns38941:0crwdne38941:0", + "REPORT_AN_ISSUE":"crwdns37647:0crwdne37647:0", + "REQUIRES_API":"crwdns25413:0crwdne25413:0", + "RESISTANCES_AND_IMMUNITIES":"crwdns25414:0crwdne25414:0", + "RESOURCES":"crwdns25415:0crwdne25415:0", + "RESTRAINED":"crwdns25416:0crwdne25416:0", + "RESTS":"crwdns29636:0crwdne29636:0", + "RITUAL":"crwdns25417:0crwdne25417:0", + "ROGUE":"crwdns25418:0crwdne25418:0", + "ROLL_2":"crwdns25419:0crwdne25419:0", + "ROLL_OPTIONS":"crwdns25420:0crwdne25420:0", + "ROLL_TEMPLATE":"crwdns25421:0crwdne25421:0", + "SAN":"crwdns37648:0crwdne37648:0", + "SANITY":"crwdns37649:0crwdne37649:0", + "SAVE":"crwdns25422:0crwdne25422:0", + "SAVE_DC":"crwdns25423:0crwdne25423:0", + "SAVE_FAILURE":"crwdns38942:0crwdne38942:0", + "SAVE_SUCCESS":"crwdns38943:0crwdne38943:0", + "SAVING_DC":"crwdns25426:0crwdne25426:0", + "SAVING_THROW":"crwdns25427:0crwdne25427:0", + "SAVING_THROWS":"crwdns25428:0crwdne25428:0", + "SAVING_THROWS_QUERY":"crwdns25429:0crwdne25429:0", + "SAVING_THROW_BONUS":"crwdns37650:0crwdne37650:0", + "SAVING_THROW_DC":"crwdns25430:0crwdne25430:0", + "SECOND_DAMAGE":"crwdns37651:0crwdne37651:0", + "SENSES":"crwdns25431:0crwdne25431:0", + "SHEET":"crwdns25432:0crwdne25432:0", + "SHEET_OUTPUT":"crwdns25433:0crwdne25433:0", + "SHEET_SETTING":"crwdns37652:0crwdne37652:0", + "SHIELD":"crwdns25434:0crwdne25434:0", + "SHORT_OR_LONG_REST":"crwdns37653:0crwdne37653:0", + "SHORT_REST":"crwdns25435:0crwdne25435:0", + "SHOW_ALL":"crwdns25436:0crwdne25436:0", + "SHOW_RESTS":"crwdns25437:0crwdne25437:0", + "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED":"crwdns25438:0crwdne25438:0", + "SHOW_TARGET_AC_ON_ATTACKS":"crwdns25439:0crwdne25439:0", + "SHOW_TARGET_NAME_ON_ATTACKS":"crwdns25440:0crwdne25440:0", + "SHOW_TOTALS":"crwdns25441:0crwdne25441:0", + "SHOW_UNPREPARED_SPELLS":"crwdns25442:0crwdne25442:0", + "SILVER_PIECES":"crwdns25443:0crwdne25443:0", + "SIZE":"crwdns25444:0crwdne25444:0", + "SKILL":"crwdns25445:0crwdne25445:0", + "SKILLS":"crwdns25446:0crwdne25446:0", + "SKILL_SHEET_SETTING":"crwdns37654:0crwdne37654:0", + "SKIN":"crwdns25453:0crwdne25453:0", + "SLASHING":"crwdns25454:0crwdne25454:0", + "SLEIGHTOFHAND":"crwdns25455:0crwdne25455:0", + "SLOTS":"crwdns25456:0crwdne25456:0", + "SMALL":"crwdns25457:0crwdne25457:0", + "SOCIETY":"crwdns25458:0crwdne25458:0", + "SORCERER":"crwdns25459:0crwdne25459:0", + "SORCERY_POINTS":"crwdns37655:0crwdne37655:0", + "SOULKNIFE":"crwdns25460:0crwdne25460:0", + "SOURCE":"crwdns25461:0crwdne25461:0", + "SOURCE_TO_TARGET":"crwdns25462:0crwdne25462:0", + "SPECIAL":"crwdns25463:0crwdne25463:0", + "SPECIAL_EFFECTS":"crwdns25464:0crwdne25464:0", + "SPEED":"crwdns25465:0crwdne25465:0", + "SPELL":"crwdns25466:0crwdne25466:0", + "SPELLCASTING":"crwdns25467:0crwdne25467:0", + "SPELLCASTING_LEVEL":"crwdns25468:0crwdne25468:0", + "SPELLCASTING_TEXT_1":"crwdns25469:0crwdne25469:0", + "SPELLCASTING_TEXT_2":"crwdns25470:0crwdne25470:0", + "SPELLCASTING_TEXT_3":"crwdns25471:0crwdne25471:0", + "SPELLCASTING_TEXT_4":"crwdns25472:0crwdne25472:0", + "SPELLCASTING_TEXT_5":"crwdns25473:0crwdne25473:0", + "SPELLS":"crwdns25474:0crwdne25474:0", + "SPELLS_ON_CORE":"crwdns29637:0crwdne29637:0", + "SPELLS_TAB":"crwdns25476:0crwdne25476:0", + "SPELL_ATTACK":"crwdns25477:0crwdne25477:0", + "SPELL_LEVEL":"crwdns25478:0crwdne25478:0", + "SPELL_MUST_HAVE":"crwdns25479:0crwdne25479:0", + "SPELL_POINTS":"crwdns25480:0crwdne25480:0", + "SPELL_SAVE_DC":"crwdns25481:0crwdne25481:0", + "SPELL_SAVING_THROW":"crwdns25482:0crwdne25482:0", + "SPELL_SLOTS":"crwdns25483:0crwdne25483:0", + "SPELL_SLOTS_TITLE":"crwdns25484:0crwdne25484:0", + "SPELL_TO_HIT":"crwdns25485:0crwdne25485:0", + "STATBLOCK":"crwdns25486:0crwdne25486:0", + "STEALTH":"crwdns25487:0crwdne25487:0", + "STR":"crwdns25488:0crwdne25488:0", + "STRENGTH":"crwdns25489:0crwdne25489:0", + "STR_13":"crwdns25490:0crwdne25490:0", + "STR_15":"crwdns25491:0crwdne25491:0", + "STUNNED":"crwdns25492:0crwdne25492:0", + "SUCCESSES":"crwdns25493:0crwdne25493:0", + "SUMMONER":"crwdns25494:0crwdne25494:0", + "SURVIVAL":"crwdns25495:0crwdne25495:0", + "SWIM":"crwdns25496:0crwdne25496:0", + "TARGET":"crwdns25499:0crwdne25499:0", + "TARGET_TO_SOURCE":"crwdns25500:0crwdne25500:0", + "TEMP":"crwdns25502:0crwdne25502:0", + "TEXT_SIZE":"crwdns25503:0crwdne25503:0", + "THUNDER":"crwdns25504:0crwdne25504:0", + "TINY":"crwdns25505:0crwdne25505:0", + "TOTAL":"crwdns25506:0crwdne25506:0", + "TOTAL_GOLD_VALUE":"crwdns25507:0crwdne25507:0", + "TO_HIT":"crwdns37656:0crwdne37656:0", + "TO_TRACKER":"crwdns25508:0crwdne25508:0", + "TRACKER":"crwdns25509:0crwdne25509:0", + "TRAITS":"crwdns25510:0crwdne25510:0", + "TRANSMUTATION":"crwdns25511:0crwdne25511:0", + "TREMORSENSE":"crwdns25512:0crwdne25512:0", + "TRUESIGHT":"crwdns25513:0crwdne25513:0", + "TURN":"crwdns37657:0crwdne37657:0", + "TURN_OFF_FILTERING":"crwdns37658:0crwdne37658:0", + "TYPE":"crwdns25515:0crwdne25515:0", + "UNARMORED":"crwdns25516:0crwdne25516:0", + "UNCONSCIOUS":"crwdns25517:0crwdne25517:0", + "UNPROFICIENT":"crwdns25518:0crwdne25518:0", + "UNTIL_DISPELLED":"crwdns25519:0crwdne25519:0", + "UNTIL_DISPELLED_OR_TRIGGERED":"crwdns25520:0crwdne25520:0", + "USES":"crwdns25522:0crwdne25522:0", + "USE_CUSTOM_SAVING_THROWS":"crwdns25523:0crwdne25523:0", + "VERSATILE":"crwdns37659:0crwdne37659:0", + "VS":"crwdns25525:0crwdne25525:0", + "VS_FIEND_OR_UNDEAD":"crwdns25526:0crwdne25526:0", + "WARLOCK":"crwdns25527:0crwdne25527:0", + "WARLOCK_SLOTS":"crwdns38944:0crwdne38944:0", + "WARLOCK_SPELL_SLOTS":"crwdns25528:0crwdne25528:0", + "WEIGHT":"crwdns25529:0crwdne25529:0", + "WEIGHT_PER_COIN":"crwdns25530:0crwdne25530:0", + "WHISPERED_TO_GM":"crwdns25531:0crwdne25531:0", + "WILL":"crwdns25532:0crwdne25532:0", + "WIS":"crwdns25533:0crwdne25533:0", + "WISDOM":"crwdns25534:0crwdne25534:0", + "WIZARD":"crwdns25535:0crwdne25535:0", + "YES":"crwdns25536:0crwdne25536:0" } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css index 5cb0ead33a..ff76406e36 100644 --- a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css +++ b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.css @@ -229,6 +229,10 @@ input[type=radio].sheet-tab-button.sheet-spells + span { margin-left: -4px; } +.sheet-hlabel-container.sheet-multiclass-container { + vertical-align: top; +} + .sheet-hlabel-container:first-child { margin-left: 0px; } @@ -1202,7 +1206,7 @@ button[type=roll] * { width: 199px; } -.sheet-spell-container input[name="attr_spellcomp_materials"] { +.sheet-spell-container .sheet-spell .sheet-options input[name="attr_spellcomp_materials"] { margin-left: 17px; width: 223px; } @@ -1560,6 +1564,7 @@ button[type=roll] * { { padding-bottom: 5px; padding-top: 15px; + text-align: center; } .sheet-rolltemplate-atk .sheet-save .sheet-savedc span, @@ -2489,6 +2494,46 @@ button[type=roll] * { width: 100px; } +.sheet-class { + width: 64px; +} + +.charsheet .sheet-hlabel-container .sheet-multiclass-display { + width: 57px; + font-size: 13px; + border-bottom: 1px solid #D3D3D3; + line-height: 35px; + height: 27px; + margin-right: -4px; + overflow: hidden; + text-overflow: ellipsis; +} + +.charsheet .sheet-hlabel-container .sheet-multiclass-display-level { + width: 31px; + text-align: center; + font-size: 13px; + border-bottom: 1px solid #D3D3D3; + line-height: 35px; + height: 27px; + overflow: hidden; +} + +.charsheet .sheet-hlabel-container input.sheet-class-level{ + margin-left: -6px; + width: 34px; +} + +.sheet-rolltemplate-dmg .sheet-label .sheet-rolltemplate-inline, +.sheet-rolltemplate-dmg .sheet-savedc .sheet-rolltemplate-inline, +.sheet-rolltemplate-atkdmg .sheet-savedc .sheet-rolltemplate-inline, +.sheet-rolltemplate-atkdmg .sheet-label .sheet-rolltemplate-inline { + display: inline-block; +} + +.charsheet .sheet-skills-list-cs { + display: none !important; +} /* TRANSITION SCRIPT */ .sheet-class_options, @@ -2528,6 +2573,7 @@ button[type=roll] * { .charsheet .sheet-options .sheet-row span.sheet-transition_text_highlight { color: #F00; } + /* Translation Overrides */ /* Spanish */ .lang-es .sheet-spell-container input[name="attr_spellcastingtime"] { @@ -2626,3 +2672,54 @@ button[type=roll] * { right: 21px; width: 78px; } + +/* Czech */ +.charsheet.lang-cs input[type=radio].sheet-tab-button.sheet-core, +.charsheet.lang-cs input[type=radio].sheet-tab-button.sheet-core + span { + width: 53px; +} + +.charsheet.lang-cs select[name=attr_cust_spellslots] { + font-size: 9px; +} + +.charsheet.lang-cs .sheet-spell .sheet-options span[data-i18n="at-higher-lvl-dmg:-u"], +.charsheet.lang-cs .sheet-spell .sheet-options span[data-i18n="add-ability-mod-u"], +.charsheet.lang-cs .sheet-spell .sheet-options span[data-i18n="saving-throw:-u"], +.charsheet.lang-cs .sheet-spell .sheet-options span[data-i18n="effect:-u"], +.charsheet.lang-cs .sheet-ac-init-speed-container .sheet-ac > span { + font-size: 8px; +} + +.charsheet.lang-cs .sheet-subcontainer .sheet-top span[data-i18n="total"] + input { + width: 75px; +} + +.charsheet.lang-cs .sheet-row span[data-i18n="senses-u"] + input, +.charsheet.lang-cs .sheet-row span[data-i18n="npc-type-u"] + input { + width: 220px; +} + +.charsheet.lang-cs .sheet-class { + width: 80px; +} + +.charsheet.lang-cs .sheet-hlabel-container .sheet-multiclass-display { + width: 62px; +} + +.charsheet.lang-cs .sheet-hlabel-container .sheet-multiclass-display-level { + width: 23px; +} + +.charsheet.lang-cs .sheet-hlabel-container input.sheet-class-level { + width: 28px; +} + +.charsheet.lang-cs .sheet-skills-list-cs { + display: block !important; +} + +.charsheet.lang-cs .sheet-skills-list { + display: none !important; +} \ No newline at end of file diff --git a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html index 329b155870..7233527238 100644 --- a/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html +++ b/5th Edition OGL by Roll20/5th Edition OGL by Roll20.html @@ -4,7 +4,7 @@
y -
+
NPC OPTIONS
@@ -72,7 +72,7 @@
SKILLS
-
+
ACROBATICS @@ -152,6 +152,86 @@
+
+
+
+ ACROBATICS + +
+
+ ATHLETICS + +
+
+ SLEIGHT OF HAND + +
+
+ HISTORY + +
+
+ DECEPTION + +
+
+ MEDICINE + +
+
+
+
+ ARCANA + +
+
+ RELIGION + +
+
+ STEALTH + +
+
+ ANIMAL HANDLING + +
+
+ INVESTIGATION + +
+
+ PERSUASION + +
+
+
+
+ SURVIVAL + +
+
+ NATURE + +
+
+ PERFORMANCE + +
+
+ INSIGHT + +
+
+ PERCEPTION + +
+
+ INTIMIDATION + +
+
+
DAMAGE VULNERABILITIES @@ -222,6 +302,7 @@ +
GENERAL OPTIONS
@@ -256,7 +337,7 @@
-
@@ -272,7 +353,7 @@
Hit Points -
@@ -283,42 +364,42 @@
-
-
-
-
-
- - - - - -
-
+
Skills - - - - - - - - - - - - - - - - - -
+
+ Skills + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Damage Vulnerabilities @@ -642,10 +834,10 @@ - RITUAL + RITUAL
- CASTING TIME: + CASTING TIME:
@@ -714,7 +906,7 @@ ADD ABILITY MOD TO DAMAGE OR HEALING
- SAVING THROW: + SAVING THROW:
- HIGHER LVL CAST DMG: + HIGHER LVL CAST DMG: - @@ -891,29 +1083,29 @@ - + CLASS & LEVEL
-
+
- - - - + + + +
-
+
- - - - + + + +
-
+
- - - - + + + +
@@ -940,42 +1132,42 @@
- +
- +
- +
- +
- +
- +
@@ -1003,127 +1195,222 @@
- +
- +
- +
- +
- +
- +
SAVING THROWS
-
+
- +
- +
- +
- +
- +
- +
- +
- +
- +
- +
- +
- +
- +
- +
- +
- +
- +
- + +
+
+ SKILLS +
+
+
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + +
SKILLS @@ -1202,7 +1489,7 @@
- +
@@ -1228,7 +1515,7 @@
- +
@@ -1243,7 +1530,7 @@
- +
@@ -1800,6 +2087,7 @@ +
@@ -1850,7 +2138,7 @@ RITUAL
- CASTING TIME: + CASTING TIME:
@@ -2015,7 +2303,7 @@ RITUAL
- CASTING TIME: + CASTING TIME:
@@ -2183,7 +2471,7 @@ RITUAL
- CASTING TIME: + CASTING TIME:
@@ -2348,7 +2636,7 @@ RITUAL
- CASTING TIME: + CASTING TIME:
@@ -2513,7 +2801,7 @@ RITUAL
- CASTING TIME: + CASTING TIME:
@@ -2681,7 +2969,7 @@ RITUAL
- CASTING TIME: + CASTING TIME:
@@ -2846,7 +3134,7 @@ RITUAL
- CASTING TIME: + CASTING TIME:
@@ -3011,7 +3299,7 @@ RITUAL
- CASTING TIME: + CASTING TIME:
@@ -3176,7 +3464,7 @@ RITUAL
- CASTING TIME: + CASTING TIME:
@@ -3318,7 +3606,7 @@
- @@ -3332,29 +3620,29 @@ - + CLASS & LEVEL
-
+
- - - - + + + +
-
+
- - - - + + + +
-
+
- - - - + + + +
@@ -3468,18 +3756,18 @@ 2ND CLASS: LEVEL: @@ -3488,18 +3776,18 @@ 3RD CLASS: LEVEL: @@ -3508,18 +3796,18 @@ 4TH CLASS: LEVEL: @@ -3706,7 +3994,7 @@
v - +
@@ -3840,7 +4128,6 @@
-
@@ -4055,7 +4342,7 @@
{{/attack}}
- DC{{savedc}} + DC{{savedc}}
{{#savedesc}}
@@ -4063,7 +4350,7 @@
{{/savedesc}}
- {{saveattr}} Save + {{saveattr}} Save
{{/save}} @@ -4080,7 +4367,7 @@ {{hldmg}} {{dmg1type}}
- Higher Level Cast + Higher Level Cast
{{/^rollTotal() hldmg 0}} @@ -4235,7 +4522,7 @@
{{/attack}}
- DC{{savedc}} + DC{{savedc}}
{{#savedesc}}
@@ -4243,7 +4530,7 @@
{{/savedesc}}
- {{saveattr}} Save + {{saveattr}} Save
{{/save}} @@ -4258,7 +4545,7 @@ {{hldmg}} {{dmg1type}}
- Higher Level Cast + Higher Level Cast
{{/^rollTotal() hldmg 0}} @@ -4407,26 +4694,26 @@ {{name}}
- {{level}}{{#ritual}} (ritual){{/ritual}} + {{level}}{{#ritual}} (){{/ritual}}
{{#castingtime}}
- Casting Time: {{castingtime}} + Casting Time: {{castingtime}}
{{/castingtime}} {{#range}}
- Range: {{range}} + Range: {{range}}
{{/range}} {{#target}}
- Target: {{target}} + Target: {{target}}
{{/target}}
- Components: + Components: {{#v}}V{{#s}}, {{/s}}{{^s}}{{#m}}, {{/m}}{{/s}}{{/v}} {{#s}}S{{#m}}, {{/m}}{{/s}} @@ -4435,7 +4722,7 @@
{{#duration}}
- Duration: {{#concentration}}Concentration {{/concentration}}{{duration}} + Duration: {{#concentration}}Concentration {{/concentration}}{{duration}}
{{/duration}}
@@ -4446,7 +4733,7 @@ {{/description}} {{#athigherlevels}}
- At Higher Levels. {{athigherlevels}} + At Higher Levels. {{athigherlevels}}
{{/athigherlevels}}
@@ -4711,6 +4998,27 @@ } setAttrs(updates); }); + + getAttrs(['multiclass1', 'multiclass2', 'multiclass3'], function(attrs) { + var updates = {}; + var updated = false; + if(typeof attrs['multiclass1'] !== 'undefined') { + updates.multiclass1 = attrs['multiclass1'].toLowerCase(); + updated = true; + } + if(typeof attrs['multiclass2'] !== 'undefined') { + updates.multiclass2 = attrs['multiclass2'].toLowerCase(); + updated = true; + } + if(typeof attrs['multiclass3'] !== 'undefined') { + updates.multiclass3 = attrs['multiclass3'].toLowerCase(); + updated = true; + } + if (updated) { + setlevel(); + } + setAttrs(updates); + }); }); on("change:npc", function() { @@ -4971,6 +5279,17 @@ }); }); + on("change:repeating_spell-cantrip:spell_damage_progression", function() { + getAttrs(["repeating_spell_spell_damage_progression", "repeating_spell_spelldamage"], function(v) { + if(v.repeating_spell_spell_damage_progression && v.repeating_spell_spell_damage_progression === "Cantrip Dice" && v.repeating_spell_spelldamage && v.repeating_spell_spelldamage.substring(0,2) === "1d") { + var damageformula = "[[round((@{level} + 1) / 6 + 0.5)]]" + v.repeating_spell_spelldamage.substring(1); + setAttrs({ + repeating_spell_spelldamage: damageformula + }); + } + }); + }) + // on("change:repeating_spell-cantrip:spelldmgmod change:repeating_spell-1:spelldmgmod change:repeating_spell-2:spelldmgmod change:repeating_spell-3:spelldmgmod change:repeating_spell-4:spelldmgmod change:repeating_spell-5:spelldmgmod change:repeating_spell-6:spelldmgmod change:repeating_spell-7:spelldmgmod change:repeating_spell-8:spelldmgmod change:repeating_spell-9:spelldmgmod", function() { // getAttrs(["repeating_spell_spelldmgmod","repeating_spell_spelldamage","repeating_spell_spelldamage2","repeating_spell_spellhealing"], function(v) { // if(v.repeating_spell_spelldmgmod && v.repeating_spell_spelldmgmod != "" && (!v.repeating_spell_spellhealing) || v.repeating_spell_spellhealing ==="") { @@ -5308,22 +5627,48 @@ } var contentarray = v.npc_content; if(contentarray && contentarray.indexOf("Legendary Actions") > -1) { - temp = contentarray.split(/Legendary Actions\n/) + if(contentarray.indexOf(/\n Legendary Actions\n/) > -1) { + temp = contentarray.split(/\n Legendary Actions\n/) + } + else { + temp = contentarray.split(/Legendary Actions\n/) + } var legendaryactionsarray = temp[1]; contentarray = temp[0]; } if(contentarray && contentarray.indexOf("Reactions") > -1) { - temp = contentarray.split(/Reactions\n/) + if(contentarray.indexOf(/\n Reactions\n/) > -1) { + temp = contentarray.split(/\n Reactions\n/) + } + else { + temp = contentarray.split(/Reactions\n/) + } var reactionsarray = temp[1]; contentarray = temp[0]; } if(contentarray && contentarray.indexOf("Actions") > -1) { - temp = contentarray.split(/Actions\n/) + if(contentarray.indexOf("Lair Actions") > -1) { + contentarray = contentarray.replace("Lair Actions","Lair Action"); + } + if(contentarray.indexOf(/\n Actions\n/) > -1) { + temp = contentarray.split(/\n Actions\n/) + } + else { + temp = contentarray.split(/Actions\n/) + } var actionsarray = temp[1]; contentarray = temp[0]; } if(contentarray && contentarray.indexOf("Traits") > -1) { - temp = contentarray.split(/Traits\n/) + if(contentarray.indexOf("Lair Traits") > -1) { + contentarray = contentarray.replace("Lair Traits","Lair Trait"); + } + if(contentarray.indexOf(/\n Traits\n/) > -1) { + temp = contentarray.split(/\n Traits\n/) + } + else { + temp = contentarray.split(/Traits\n/) + } var traitsarray = temp[1]; contentarray = temp[0]; } @@ -5338,7 +5683,7 @@ _.each(traitsobj, function(desc, name) { newrowid = generateRowID(); update["repeating_npctrait_" + newrowid + "_name"] = name + "."; - if(desc.substring(0,2) === ": ") { + if(desc.substring(0,2) === ": " || encodeURI(desc.substring(0,2)) === ":%C2%A0") { desc = desc.substring(2); } update["repeating_npctrait_" + newrowid + "_desc"] = desc.trim(); @@ -5356,14 +5701,24 @@ newrowid = generateRowID(); update["repeating_npcaction_" + newrowid + "_npc_options-flag"] = "0"; update["repeating_npcaction_" + newrowid + "_name"] = name; - if(desc.substring(0,2) === ": ") { + if(desc.substring(0,2) === ": " || encodeURI(desc.substring(0,2)) === ":%C2%A0") { desc = desc.substring(2); } - if(desc.indexOf("Weapon Attack:") > -1) { + if(desc.indexOf(" Attack:") > -1) { update["repeating_npcaction_" + newrowid + "_attack_flag"] = "on"; update["repeating_npcaction_" + newrowid + "_attack_display_flag"] = "{{attack=1}}"; update["repeating_npcaction_" + newrowid + "_attack_options"] = "{{attack=1}}"; - attacktype = desc.split(" Weapon Attack:")[0]; + if(desc.indexOf(" Weapon Attack:") > -1) { + attacktype = desc.split(" Weapon Attack:")[0]; + } + else if(desc.indexOf(" Spell Attack:") > -1) { + attacktype = desc.split(" Spell Attack:")[0]; + } + else { + console.log("FAILED TO IMPORT ATTACK - NO ATTACK TYPE FOUND (Weapon Attack/Spell Attack)"); + return; + } + update["repeating_npcaction_" + newrowid + "_attack_type"] = attacktype; if(attacktype === "Melee") { update["repeating_npcaction_" + newrowid + "_attack_range"] = (desc.match(/reach (.*?),/) || ["",""])[1]; @@ -5376,7 +5731,7 @@ if(desc.toLowerCase().indexOf("damage") > -1 && npc_exception_actions.indexOf(name) === -1) { update["repeating_npcaction_" + newrowid + "_attack_damage"] = (desc.match(/\(([^)]+)\)/) || ["",""])[1]; update["repeating_npcaction_" + newrowid + "_attack_damagetype"] = (desc.match(/\) (.*?) damage/) || ["",""])[1]; - if((desc.match(/\(/g) || []).length > 1 && desc.match(/\((?!.*\()([^)]+)\)/).indexOf(" DC")[1] === -1) { + if((desc.match(/\(/g) || []).length > 1 && (!desc.match(/\((?!.*\()([^)]+)\)/).indexOf(" DC")[1] || desc.match(/\((?!.*\()([^)]+)\)/).indexOf(" DC")[1] === -1)) { update["repeating_npcaction_" + newrowid + "_attack_damage2"] = (desc.match(/\((?!.*\()([^)]+)\)/) || ["",""])[1]; update["repeating_npcaction_" + newrowid + "_attack_damagetype2"] = (desc.match(/\)(?!.*\)) (.*?) damage/) || ["",""])[1]; } @@ -5411,7 +5766,7 @@ _.each(reactionsobj, function(desc, name) { newrowid = generateRowID(); update["repeating_npcreaction_" + newrowid + "_name"] = name + "."; - if(desc.substring(0,2) === ": ") { + if(desc.substring(0,2) === ": " || encodeURI(desc.substring(0,2)) === ":%C2%A0") { desc = desc.substring(2); } update["repeating_npcreaction_" + newrowid + "_desc"] = desc.trim(); @@ -5430,14 +5785,23 @@ newrowid = generateRowID(); update["repeating_npcaction-l_" + newrowid + "_npc_options-flag"] = "0"; update["repeating_npcaction-l_" + newrowid + "_name"] = name; - if(desc.substring(0,2) === ": ") { + if(desc.substring(0,2) === ": " || encodeURI(desc.substring(0,2)) === ":%C2%A0") { desc = desc.substring(2); } - if(desc.indexOf("Weapon Attack:") > -1) { + if(desc.indexOf(" Attack:") > -1) { update["repeating_npcaction-l_" + newrowid + "_attack_flag"] = "on"; update["repeating_npcaction-l_" + newrowid + "_attack_display_flag"] = "{{attack=1}}"; update["repeating_npcaction-l_" + newrowid + "_attack_options"] = "{{attack=1}}"; - attacktype = desc.split(" Weapon Attack:")[0]; + if(desc.indexOf(" Weapon Attack:") > -1) { + attacktype = desc.split(" Weapon Attack:")[0]; + } + else if(desc.indexOf(" Spell Attack:") > -1) { + attacktype = desc.split(" Spell Attack:")[0]; + } + else { + console.log("FAILED TO IMPORT ATTACK - NO ATTACK TYPE FOUND (Weapon Attack/Spell Attack)"); + return; + } update["repeating_npcaction-l_" + newrowid + "_attack_type"] = attacktype; if(attacktype === "Melee") { update["repeating_npcaction-l_" + newrowid + "_attack_range"] = (desc.match(/reach (.*?),/) || ["",""])[1]; @@ -5449,7 +5813,7 @@ update["repeating_npcaction-l_" + newrowid + "_attack_target"] = (desc.match(/\.,(?!.*\.,)(.*)\. Hit:/) || ["",""])[1]; update["repeating_npcaction-l_" + newrowid + "_attack_damage"] = (desc.match(/\(([^)]+)\)/) || ["",""])[1]; update["repeating_npcaction-l_" + newrowid + "_attack_damagetype"] = (desc.match(/\) (.*?) damage/) || ["",""])[1]; - if((desc.match(/\(/g) || []).length > 1) { + if((desc.match(/\(/g) || []).length > 1 && (!desc.match(/\((?!.*\()([^)]+)\)/).indexOf(" DC")[1] || desc.match(/\((?!.*\()([^)]+)\)/).indexOf(" DC")[1] === -1)) { update["repeating_npcaction-l_" + newrowid + "_attack_damage2"] = (desc.match(/\((?!.*\()([^)]+)\)/) || ["",""])[1]; update["repeating_npcaction-l_" + newrowid + "_attack_damagetype2"] = (desc.match(/\)(?!.*\)) (.*?) damage/) || ["",""])[1]; } @@ -5692,6 +6056,52 @@ }); }); + on("change:npc_name", function() { + getAttrs(["npc"], function(v) { + if(v["npc"] != 1) { + setAttrs({ + npc: "1", + npc_toggle: "1" + }); + } + }); + }); + + on("sheet:compendium-drop", function() { + setAttrs({dtype: "full"}); + getAttrs(["hp_max","npc_senses","token_size"], function(v) { + var lr = ""; + var tokenwidth = 70; + var tokenheight = 70; + if(v["npc_senses"].toLowerCase().match(/(darkvision|blindsight|tremorsense|truesight)/)) { + lr = Math.max.apply(Math, v["npc_senses"].match(/\d+/g)); + } + if(v["token_size"]) { + var squarelength = 70; + if(v["token_size"].indexOf(",") > -1) { + var setwidth = !isNaN(v["token_size"].split(",")[0]) ? v["token_size"].split(",")[0] : 1; + var setheight = !isNaN(v["token_size"].split(",")[1]) ? v["token_size"].split(",")[1] : 1; + tokenwidth = setwidth * squarelength; + tokenheight = setheight * squarelength; + } + else { + tokenwidth = squarelength * v["token_size"] + tokenheight = squarelength * v["token_size"] + }; + } + setDefaultToken({ + width: tokenwidth, + height: tokenheight, + bar2_link: "npc_ac", + bar1_value: v["hp_max"], + bar1_max: v["hp_max"], + showname: true, + light_radius: lr, + light_hassight: true + }) + }); + }); + var updateitemweight = function() { var wtotal = 0; getAttrs(["cp","sp","ep","gp","pp"], function(v) { @@ -5957,12 +6367,12 @@ var m1hitdie = ""; var m2hitdie = ""; var m3hitdie = ""; - var d10class = ["Fighter","Paladin","Ranger"]; - var d8class = ["Bard","Cleric","Druid","Monk","Rogue","Warlock"]; - var d6class = ["Sorcerer","Wizard"]; + var d10class = ["fighter","paladin","ranger"]; + var d8class = ["bard","cleric","druid","monk","rogue","warlock"]; + var d6class = ["sorcerer","wizard"]; var charclass = v.custom_class && v.custom_class != "0" ? v.cust_spellslots : v.class; - var full = ["Bard","Cleric","Druid","Sorcerer","Wizard","full"]; - var half = ["Paladin","Ranger","half"]; + var full = ["bard","cleric","druid","sorcerer","wizard","full"]; + var half = ["paladin","ranger","half"]; var finallevel = (v.base_level && v.base_level > 0) ? parseInt(v.base_level,10) : 1; if(v.multiclass1_flag && v.multiclass1_flag === "1") { @@ -5974,14 +6384,15 @@ else if(half.indexOf(v.multiclass1) != -1) { m1casterlevel = Math.floor(parseInt(v.multiclass1_lvl,10)/2) } - else if((v.multiclass1 === "Fighter" && v.arcane_fighter === "1") || (v.multiclass1 === "Rogue" && v.arcane_rogue === "1")) { + else if((v.multiclass1 === "fighter" && v.arcane_fighter === "1") || (v.multiclass1 === "rogue" && v.arcane_rogue === "1")) { m1casterlevel = Math.floor(parseInt(v.multiclass1_lvl,10)/3) } - if(v.multiclass1 === "Barbarian") {m1hd = "12"} + if(v.multiclass1 === "barbarian") {m1hd = "12"} else if (d10class.indexOf(v.multiclass1) != -1) {m1hd = "10"} else if (d8class.indexOf(v.multiclass1) != -1) {m1hd = "8"} else if (d6class.indexOf(v.multiclass1) != -1) {m1hd = "6"}; - m1hitdie = "|" + v.multiclass1 + "," + m1hd; + let classname = v.multiclass1; // temporary fix until we can translate query strings via i18n tools + m1hitdie = "|" + classname.substring(0,1).toUpperCase() + classname.substring(1) + "," + m1hd; }; if(v.multiclass2_flag && v.multiclass2_flag === "1") { finallevel = finallevel + parseInt(v.multiclass2_lvl,10); @@ -5992,14 +6403,15 @@ else if(half.indexOf(v.multiclass2) != -1) { m2casterlevel = Math.floor(parseInt(v.multiclass2_lvl,10)/2) } - else if((v.multiclass2 === "Fighter" && v.arcane_fighter === "1") || (v.multiclass2 === "Rogue" && v.arcane_rogue === "1")) { + else if((v.multiclass2 === "fighter" && v.arcane_fighter === "1") || (v.multiclass2 === "rogue" && v.arcane_rogue === "1")) { m2casterlevel = Math.floor(parseInt(v.multiclass2_lvl,10)/3) } - if(v.multiclass2 === "Barbarian") {m2hd = "12"} + if(v.multiclass2 === "barbarian") {m2hd = "12"} else if (d10class.indexOf(v.multiclass2) != -1) {m2hd = "10"} else if (d8class.indexOf(v.multiclass2) != -1) {m2hd = "8"} else if (d6class.indexOf(v.multiclass2) != -1) {m2hd = "6"}; - m2hitdie = "|" + v.multiclass2 + "," + m2hd; + let classname = v.multiclass2; // temporary fix until we can translate query strings via i18n tools + m2hitdie = "|" + classname.substring(0,1).toUpperCase() + classname.substring(1) + "," + m2hd; }; if(v.multiclass3_flag && v.multiclass3_flag === "1") { finallevel = finallevel + parseInt(v.multiclass3_lvl,10); @@ -6010,21 +6422,22 @@ else if(half.indexOf(v.multiclass3) != -1) { m3casterlevel = Math.floor(parseInt(v.multiclass3_lvl,10)/2) } - else if((v.multiclass3 === "Fighter" && v.arcane_fighter === "1") || (v.multiclass3 === "Rogue" && v.arcane_rogue === "1")) { + else if((v.multiclass3 === "fighter" && v.arcane_fighter === "1") || (v.multiclass3 === "rogue" && v.arcane_rogue === "1")) { m3casterlevel = Math.floor(parseInt(v.multiclass3_lvl,10)/3) } - if(v.multiclass3 === "Barbarian") {m3hd = "12"} + if(v.multiclass3 === "barbarian") {m3hd = "12"} else if (d10class.indexOf(v.multiclass3) != -1) {m3hd = "10"} else if (d8class.indexOf(v.multiclass3) != -1) {m3hd = "8"} else if (d6class.indexOf(v.multiclass3) != -1) {m3hd = "6"}; - m3hitdie = "|" + v.multiclass3 + "," + m3hd; + let classname = v.multiclass3; // temporary fix until we can translate query strings via i18n tools + m3hitdie = "|" + classname.substring(0,1).toUpperCase() + classname.substring(1) + "," + m3hd; }; if(multiclass === false) { - if(full.indexOf(charclass) != -1) { + if(full.indexOf(charclass.toLowerCase()) != -1) { casterlevel = finallevel } - else if(half.indexOf(charclass) != -1) { + else if(half.indexOf(charclass.toLowerCase()) != -1) { casterlevel = finallevel === 1 ? 0 : Math.ceil(finallevel/2) } else if((charclass === "Fighter" && v.arcane_fighter === "1") || (charclass === "Rogue" && v.arcane_rogue === "1") || (charclass === "third")) { @@ -6033,10 +6446,10 @@ hitdie_final = "@{hitdietype}" } else { - if(full.indexOf(charclass) != -1) { + if(full.indexOf(charclass.toLowerCase()) != -1) { casterlevel = parseInt(v.base_level,10) } - else if(half.indexOf(charclass) != -1) { + else if(half.indexOf(charclass.toLowerCase()) != -1) { casterlevel = Math.floor(parseInt(v.base_level,10)/2) } else if((charclass === "Fighter" && v.arcane_fighter === "1") || (charclass === "Rogue" && v.arcane_rogue === "1") || (charclass === "third")) { @@ -6153,7 +6566,7 @@ break; case "Paladin": update["hitdietype"] = 10; - update["spellcasting_ability"] = "@{wisdom_mod}+"; + update["spellcasting_ability"] = "@{charisma_mod}+"; if(!v.wisdom_save_prof || v.wisdom_save_prof != "(@{pb})" || !v.charisma_save_prof || v.charisma_save_prof != "(@{pb})") { update["strength_save_prof"] = 0; update["dexterity_save_prof"] = 0; @@ -6303,19 +6716,26 @@ bonus = "-"; } if(v.repeating_attack_dmgflag && v.repeating_attack_dmgflag != 0) { - if(dmgbase === 0 && (dmgattr + dmgmod === 0)){ - dmg = 0; + if(spellattack === true && dmgbase.indexOf("@{level}") > -1) { + // SPECIAL CANTRIP DAMAGE + dmgdiestring = Math.round(((parseInt(v.level, 10) + 1) / 6) + 0.5).toString() + dmg = dmgdiestring + dmgbase.substring(dmgbase.lastIndexOf("d")) + " " + dmgtype; } - if(dmgbase != 0) { - dmg = dmgbase; + else { + if(dmgbase === 0 && (dmgattr + dmgmod === 0)){ + dmg = 0; + } + if(dmgbase != 0) { + dmg = dmgbase; + } + if(dmgbase != 0 && (dmgattr + dmgmod != 0)){ + dmg = dmgattr + dmgmod > 0 ? dmg + "+" : dmg; + } + if(dmgattr + dmgmod != 0) { + dmg = dmg + (dmgattr + dmgmod); + } + dmg = dmg + " " + dmgtype; } - if(dmgbase != 0 && (dmgattr + dmgmod != 0)){ - dmg = dmgattr + dmgmod > 0 ? dmg + "+" : dmg; - } - if(dmgattr + dmgmod != 0) { - dmg = dmg + (dmgattr + dmgmod); - } - dmg = dmg + " " + dmgtype; } else { dmg = ""; @@ -6438,8 +6858,8 @@ var npcspell = false; if((eventinfo && eventinfo.sourceAttribute && eventinfo.sourceAttribute.split("_")[1] === "spell-npc") || (category && category === "npc")) { npcspell = true; - } - getAttrs(["npc_spellattackmod","level","npc_spelldc","repeating_spell" + cat + "_" + repid + "spellname_base","repeating_spell" + cat + "_" + repid + "spellprepared","repeating_spell" + cat + "_" + repid + "spellrange","repeating_spell" + cat + "_" + repid + "spelltarget","repeating_spell" + cat + "_" + repid + "spellattack","repeating_spell" + cat + "_" + repid + "spelldamage","repeating_spell" + cat + "_" + repid + "spelldamagetype","repeating_spell" + cat + "_" + repid + "spelldamage2","repeating_spell" + cat + "_" + repid + "spelldamagetype2","repeating_spell" + cat + "_" + repid + "spellhealing","repeating_spell" + cat + "_" + repid + "spelldmgmod","repeating_spell" + cat + "_" + repid + "spellsave","repeating_spell" + cat + "_" + repid + "spellsavesuccess","repeating_spell" + cat + "_" + repid + "spellhldie","repeating_spell" + cat + "_" + repid + "spellhldietype","repeating_spell" + cat + "_" + repid + "spellhlbonus","repeating_spell" + cat + "_" + repid + "spellattackid","character_id","repeating_spell" + cat + "_" + repid + "spelloutput","repeating_spell" + cat + "_" + repid + "spelllevel","spellcasting_ability"], function(v) { + } + getAttrs(["npc_spellattackmod","level","npc_spelldc","repeating_spell" + cat + "_" + repid + "spellname_base","repeating_spell" + cat + "_" + repid + "spellprepared","repeating_spell" + cat + "_" + repid + "spellrange","repeating_spell" + cat + "_" + repid + "spelltarget","repeating_spell" + cat + "_" + repid + "spellattack","repeating_spell" + cat + "_" + repid + "spelldamage","repeating_spell" + cat + "_" + repid + "spelldamagetype","repeating_spell" + cat + "_" + repid + "spelldamage2","repeating_spell" + cat + "_" + repid + "spelldamagetype2","repeating_spell" + cat + "_" + repid + "spellhealing","repeating_spell" + cat + "_" + repid + "spelldmgmod","repeating_spell" + cat + "_" + repid + "spellsave","repeating_spell" + cat + "_" + repid + "spellsavesuccess","repeating_spell" + cat + "_" + repid + "spellhldie","repeating_spell" + cat + "_" + repid + "spellhldietype","repeating_spell" + cat + "_" + repid + "spellhlbonus","repeating_spell" + cat + "_" + repid + "spellattackid","character_id","repeating_spell" + cat + "_" + repid + "spelloutput","repeating_spell" + cat + "_" + repid + "spelllevel","spellcasting_ability","repeating_spell" + cat + "_" + repid + "spell_damage_progression"], function(v) { update["repeating_spell" + cat + "_" + repid + "spellname"] = v["repeating_spell" + cat + "_" + repid + "spellname_base"] ? v["repeating_spell" + cat + "_" + repid + "spellname_base"] : ""; update["repeating_spell" + cat + "_" + repid + "prep"] = v["repeating_spell" + cat + "_" + repid + "spellprepared"] ? v["repeating_spell" + cat + "_" + repid + "spellprepared"] : 1; update["repeating_spell" + cat + "_" + repid + "spellattackinfoflag"] = v["repeating_spell" + cat + "_" + repid + "spelloutput"] && v["repeating_spell" + cat + "_" + repid + "spelloutput"] === "ATTACK" ? "show" : "hide"; diff --git a/5th Edition OGL by Roll20/sheet.json b/5th Edition OGL by Roll20/sheet.json index 6073008af4..0daf53dc51 100644 --- a/5th Edition OGL by Roll20/sheet.json +++ b/5th Edition OGL by Roll20/sheet.json @@ -1,9 +1,121 @@ { "html": "5th Edition OGL by Roll20.html", "css": "5th Edition OGL by Roll20.css", - "authors": "Steve K.", - "roll20userid": "5047", + "authors": "Steve K. and Phil B.", + "roll20userid": "5047,141325", "preview": "5th Edition OGL by Roll20.png", "compendium": "dnd5e", - "instructions": "Compatible for use with Dungeons and Dragons as well as any other 5th Edition OGL system. Check out the 5th Edition OGL [Sheet Guide](https://wiki.roll20.net/5th_Edition_OGL_by_Roll20) for tips and tricks on getting the most out of the 5th Edition sheet.\n\n* Drag and Drop compatible with the [Roll20 Compendium](https://app.roll20.net/compendium/dnd5e/BookIndex). Instantly import spells, items, and NPCs into your game.\n* Slim and simple highly performant design.\n* Auto calculations and workers help remove bookkeeping and speed up your game.\n* Built in roll buttons and templates make using your abilities easy and the results pop.\n* Customizable skills, attacks, and spells.\n* Multi-classing and custom classes.\n* Settings for advantage, GM whispered rolls, easy damage output, simple inventory and much more.\n* NPC Sheet with traits and rollable actions." + "instructions": "Compatible for use with Dungeons and Dragons as well as any other 5th Edition OGL system. Check out the 5th Edition OGL [Sheet Guide](https://wiki.roll20.net/5th_Edition_OGL_by_Roll20) for tips and tricks on getting the most out of the 5th Edition sheet.\n\n* Drag and Drop compatible with the [Roll20 Compendium](https://app.roll20.net/compendium/dnd5e/BookIndex). Instantly import spells, items, and NPCs into your game.\n* Slim and simple highly performant design.\n* Auto calculations and workers help remove bookkeeping and speed up your game.\n* Built in roll buttons and templates make using your abilities easy and the results pop.\n* Customizable skills, attacks, and spells.\n* Multi-classing and custom classes.\n* Settings for advantage, GM whispered rolls, easy damage output, simple inventory and much more.\n* NPC Sheet with traits and rollable actions.", + "useroptions": [ + { + "attribute": "npc", + "displayname": "NPC", + "displaytranslationkey": "npc-u", + "type": "checkbox", + "value": "1", + "description": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent none player characters.", + "descriptiontranslationkey": "npc-info" + }, + { + "attribute": "rtype", + "displayname": "Roll Queries", + "displaytranslationkey": "roll-queries:-u", + "type": "select", + "options": [ + "Always Roll Advantage|{{always=1}} {{r2=[[1d20", + "Advantage Toggle|@{advantagetoggle}", + "Query Advantage|{{query=1}} ?{Advantage?|Normal Roll,{{normal=1}} {{r2=[[0d20|Advantage,{{advantage=1}} {{r2=[[1d20|Disadvantage,{{disadvantage=1}} {{r2=[[1d20}", + "Never Roll Advantage|{{normal=1}} {{r2=[[0d20" + ], + "optiontranslationkeys": ["always-roll-adv","toggle-roll-adv","query-roll-adv","never-roll-adv"], + "default": "{{always=1}} {{r2=[[1d20", + "description": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "descriptiontranslationkey": "roll-queries-info" + }, + { + "attribute": "wtype", + "displayname": "Whisper Rolls to GM", + "displaytranslationkey": "whisp-rolls-gm:-u", + "type": "select", + "options": [ + "Never Whisper Rolls|", + "Query Whisper|?{Whisper?|Public Roll,|Whisper Roll,/w gm }", + "Always Whisper Rolls|/w gm " + ], + "optiontranslationkeys": ["never-whisper-roll","query-whisper-roll","always-whisper-roll"], + "default": "", + "description": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "descriptiontranslationkey": "whisp-rolls-gm-info" + }, + { + "attribute": "dtype", + "displayname": "Auto Damage Roll", + "displaytranslationkey": "auto-dmg-roll:-u", + "type": "select", + "options": [ + "Don't Auto Roll Damage|pick", + "Auto Roll Damage & Crit|full" + ], + "optiontranslationkeys": ["never-roll-dmg","always-roll-dmg"], + "default": "pick", + "description": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "descriptiontranslationkey": "auto-dmg-roll-info" + }, + { + "attribute": "charname_output", + "displayname": "Add Character Name To Templates", + "displaytranslationkey": "add-char-to-templates:-u", + "type": "select", + "options": [ + "On|{{charname=@{character_name}}}", + "Off|charname=@{character_name}" + ], + "optiontranslationkeys": ["on","off"], + "default": "charname=@{character_name}", + "description": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "descriptiontranslationkey": "add-char-to-templates-info" + }, + { + "attribute": "simpleinventory", + "displayname": "Inventory", + "displaytranslationkey": "inventory:-u", + "type": "select", + "options": [ + "Compendium Compatible|complex", + "Simple|simple" + ], + "optiontranslationkeys": ["compendium-compatible","simple"], + "default": "complex", + "description": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "descriptiontranslationkey": "inventory-info" + }, + { + "attribute": "encumberance_setting", + "displayname": "Encumberance", + "displaytranslationkey": "encumberance:-u", + "type": "select", + "options": [ + "On|on", + "Off|off" + ], + "optiontranslationkeys": ["on","off"], + "default": "on", + "description": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "descriptiontranslationkey": "encumberance-info" + }, + { + "attribute": "ammotracking", + "displayname": "Ammo Tracking (API Required)", + "displaytranslationkey": "ammo-tracking:-u", + "type": "select", + "options": [ + "On|on", + "Off|off" + ], + "optiontranslationkeys": ["on","off"], + "default": "off", + "description": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "descriptiontranslationkey": "ammo-tracking-info" + } + ] } diff --git a/5th Edition OGL by Roll20/translation.json b/5th Edition OGL by Roll20/translation.json index 2032db2879..3244b2f44f 100644 --- a/5th Edition OGL by Roll20/translation.json +++ b/5th Edition OGL by Roll20/translation.json @@ -55,11 +55,17 @@ "spell-ability-u": "SPELLCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", "spell-dc-u": "SPELL DC", "spell-atk-bonus-u": "SPELL ATTACK BONUS", "has-reaction-u": "HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+": "Cha +", "skills": "Skills", "acrobatics+": "Acrobatics +", - "animal-handling": "Animal Handling +", + "animal-handling+": "Animal Handling +", "arcana+": "Arcana +", "athletics+": "Athletics +", "deception+": "Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+": "Sleight of Hand +", "stealth+": "Stealth +", "survival+": "Survival +", + "acrobatics": "Acrobatics", + "animal-handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight-of-hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", "dmg-vuln": "Damage Vulnerabilities", "dmg-res": "Damage Resistances", "dmg-imm": "Damage Immunities", @@ -129,6 +153,7 @@ "range-reach-place": "5 ft.", "to-hit:-u": "TO HIT:", "target:-u": "TARGET:", + "target:": "Target:", "to-hit-place": "One target", "on-hit:-u": "ON HIT:", "on-hit-place": "slashing", @@ -149,16 +174,21 @@ "illusion": "Illusion", "necromancy": "Necromancy", "transmutation": "Transmutation", - "ritual": "RITUAL", - "cast-time:-u": "CASTING TIME:", + "ritual": "Ritual", + "ritual-l": "ritual", "range:-u": "RANGE:", + "range:": "Range:", "components:-u": "COMPONENTS:", + "components:": "Components:", "spell-component-verbal": "V", "spell-component-somatic": "S", "spell-component-material": "M", "ruby-dust-place": "ruby dust worth 50gp", "concentration-u": "CONCENTRATION", + "concentration": "Concentration", "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", "spellcard-u": "SPELLCARD", "spell-atk:-u": "SPELL ATTACK:", @@ -167,12 +197,12 @@ "dmg2:-u": "DAMAGE2:", "healing:-u": "HEALING:", "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u": "SAVING THROW:", "effect:-u": "EFFECT:", "npc-atk-effect-place": "Half damage", - "higher-lvl-cast:-u": "HIGHER LVL CAST DMG:", "desc:-u": "DESCRIPTION:", "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", "leg-actions": "Legendary Actions", "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place": "5 ft.", @@ -206,11 +236,17 @@ "inspiration-u": "INSPIRATION", "prof-bonus-u": "PROFICIENCY BONUS", "strength": "Strength", + "strength-save": "Strength Save", "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", "constitution": "Constitution", + "constitution-save": "Constitution Save", "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", "charisma": "Charisma", + "charisma-save": "Charisma Save", "saving-throws-u": "SAVING THROWS", "acrobatics-core": "Acrobatics (Dex)", "animal-handling-core": "Animal Handling (Wis)", @@ -241,6 +277,7 @@ "attr:-u": "ATTRIBUTE:", "tool-prof-u": "TOOL PROFICIENCIES", "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "init": "Initiative", "init-u": "INITIATIVE", "hp-max-u": "Hit Point Maximum", "hp-current-u": "CURRENT HIT POINTS", @@ -249,6 +286,7 @@ "hit-dice-u": "HIT DICE", "successes-u": "SUCCESSES", "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", "death-saves-u": "DEATH SAVES", "atk-u": "ATK", "dmg-type-u": "DAMAGE/TYPE", @@ -265,6 +303,7 @@ "vs-dc:-u": "VS DC:", "spell-u": "SPELL", "flat-u": "FLAT", + "save": "Save", "save-effect:-u": "SAVE EFFECT:", "save-effect-place": "half damage", "ammunition:-u": "AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u": "CANTRIPS", "ritual-u": "RITUAL", "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", - "castingtime:-u": "CASTING TIME:", "half-dmg-place": "Half damage", "hit-die:-u": "HIT DIE:", "initiative-mod:-u": "INITIATIVE MODIFIER:", @@ -372,5 +411,16 @@ "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", "spell_dc_mod:-u": "SPELL SAVE DC MOD:", - "custom_ac:-u": "CUSTOM AC:" -} \ No newline at end of file + "custom_ac:-u": "CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} diff --git a/5th Edition OGL by Roll20/translations/af.json b/5th Edition OGL by Roll20/translations/af.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/af.json +++ b/5th Edition OGL by Roll20/translations/af.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/cs.json b/5th Edition OGL by Roll20/translations/cs.json new file mode 100644 index 0000000000..d9df2c2319 --- /dev/null +++ b/5th Edition OGL by Roll20/translations/cs.json @@ -0,0 +1,426 @@ +{ + "npc-options-u":"NASTAVENÍ NPC", + "name-u":"JMÉNO", + "npc-type-u":"TYP NPC", + "npc-type-place":"Střední běs, jakékoliv zlé přesvědčení", + "armor-class-u":"OBRANNÉ ČÍSLO", + "type-u":"TYP", + "npc-armor-place":"Šupinová zbroj", + "hit-points-u":"ŽIVOTY", + "formula-u":"FORMULE", + "speed-u":"RYCHLOST", + "npc-speed-place":"6 sh, let 12 sh", + "attributes-u":"VLASTNOSTI", + "str-u":"SIL", + "dex-u":"OBR", + "con-u":"ODL", + "int-u":"INT", + "wis-u":"MDR", + "cha-u":"CHA", + "saves-u":"ZÁCHRANNÉ HODY", + "skills-u":"DOVEDNOSTI", + "acrobatics-u":"AKROBACIE", + "animal-handling-u":"OVLÁDÁNÍ ZVÍŘAT", + "arcana-u":"MYSTIKA", + "athletics-u":"ATLETIKA", + "deception-u":"KLAMÁNÍ", + "history-u":"HISTORIE", + "insight-u":"VHLED", + "intimidation-u":"ZASTRAŠOVÁNÍ", + "investigation-u":"PÁTRÁNÍ", + "medicine-u":"LÉKAŘSTVÍ", + "nature-u":"PŘÍRODA", + "perception-u":"VNÍMÁNÍ", + "performance-u":"UMĚNÍ", + "persuasion-u":"PŘESVĚDČOVÁNÍ", + "religion-u":"NÁBOŽENSTVÍ", + "sleight-of-hand-u":"ČACHRY", + "stealth-u":"NENÁPADNOST", + "survival-u":"PŘEŽITÍ", + "damage-vuln-u":"ZRANITELNOSTI VŮČI ZRANĚNÍ", + "npc-dmg-vuln-place":"Ohnivé", + "damage-res-u":"ODOLÁNÍ VŮČI ZRANĚNÍ", + "npc-dmg-res-place":"Mrazivé", + "damage-imm-u":"IMUNITY VŮČI ZRANĚNÍ", + "npc-dmg-imm-place":"Bleskové, hromové", + "cond-imm-u":"IMUNITY VŮČI STAVŮM", + "npc-cond-imm-place":"Zmámení", + "senses-u":"SMYSLY", + "npc-senses-place":"Vidění ve tmě 24 sh, Pasivní vnímání 16", + "langs-u":"JAZYKY", + "npc-langs-place":"Démonština, Obecná, Ďábelština", + "challenge-u":"NEBEZPEČNOST", + "xp-u":"ZK", + "spellcast-npc-u":"SESÍLÁNÍ KOUZEL", + "spell-ability-u":"SESÍLACÍ VLASTNOST", + "none-u":"ŽÁDNÁ", + "strength-u":"SÍLA", + "strength-save-u":"ZÁCHRANA NA SÍLU", + "dexterity-u":"OBRATNOST", + "dexterity-save-u":"ZÁCHRANA NA OBRATNOST", + "constitution-u":"ODOLNOST", + "constitution-save-u":"ZÁCHRANA NA ODOLNOST", + "intelligence-u":"INTELIGENCE", + "intelligence-save-u":"ZÁCHRANA NA INTELIGENCI", + "wisdom-u":"MOUDROST", + "wisdom-save-u":"ZÁCHRANA NA MOUDROST", + "charisma-u":"CHARISMA", + "charisma-save-u":"ZÁCHRANA NA CHARISMA", + "spell-dc-u":"SO KOUZLA", + "spell-atk-bonus-u":"ÚTOČNÁ OPRAVA KOUZLA", + "has-reaction-u":"REAKCE", + "leg-actions:-u":"LEGENDÁRNÍ AKCE:", + "gen-opts-u":"OBECNÉ NASTAVENÍ", + "npc-u":"NPC", + "roll-queries:-u":"HODY KOSTKOU:", + "always-adv":"Vždy házet s výhodou", + "adv-toggle":"Přepínač výhody", + "query-adv":"Dotaz na výhodu", + "never-adv":"Nikdy neházet s výhodou", + "whisp-rolls-gm:-u":"Šeptat hody PJovi:", + "never-whisp":"Nikdy nešeptat hody", + "query-whisp":"Dotaz na šeptání", + "always-whisp":"Vždy šeptat hody", + "auto-dmg-roll:-u":"AUTOMATICKÝ HOD NA ZRANĚNÍ:", + "never-dmg":"Nikdy neházet automaticky na zranění", + "always-dmg":"Automaticky házet na zranění a kritický zásah", + "ac":"Obranné číslo", + "hp":"Životy", + "speed":"Rychlost", + "saving-throw":"Záchranné hody", + "str+":"Sil +", + "dex+":"Obr +", + "con+":"Odl +", + "int+":"Int +", + "wis+":"Mdr +", + "cha+":"Cha +", + "skills":"Dovednosti", + "acrobatics+":"Akrobacie +", + "animal-handling+":"Ovládání zvířat +", + "arcana+":"Mystika +", + "athletics+":"Atletika +", + "deception+":"Klamání +", + "history+":"Historie +", + "insight+":"Vhled +", + "intimidation+":"Zastrašování +", + "investigation+":"Pátrání +", + "medicine+":"Lékařství +", + "nature+":"Příroda +", + "perception+":"Vnímání +", + "performance+":"Umění +", + "persuasion+":"Přesvědčování +", + "religion+":"Náboženství +", + "sleight-of-hand+":"Čachry +", + "stealth+":"Nenápadnost +", + "survival+":"Přežití +", + "acrobatics":"Akrobacie", + "animal-handling":"Ovládání zvířat", + "arcana":"Mystika", + "athletics":"Atletika", + "deception":"Klamání", + "history":"Historie", + "insight":"Vhled", + "intimidation":"Zastrašování", + "investigation":"Pátrání", + "medicine":"Lékařství", + "nature":"Příroda", + "perception":"Vnímání", + "performance":"Umění", + "persuasion":"Přesvědčování", + "religion":"Náboženství", + "sleight-of-hand":"Čachry", + "stealth":"Nenápadnost", + "survival":"Přežití", + "dmg-vuln":"Zranitelnosti", + "dmg-res":"Odolání vůči zranění", + "dmg-imm":"Imunity vůči zranění", + "cond-imm":"Imunity vůči stavům", + "senses":"Smysly", + "langs":"Jazyky", + "challenge":"Nebezpečnost", + "npc-trait-name-place":"Falešný vzhled.", + "npc-trait-desc-place":"Pokud drak selže...", + "actions":"Akce", + "adv":"Výhoda", + "norm":"Základ", + "disadv":"Nevýhoda", + "name:-u":"JMÉNO:", + "attack-u":"ÚTOK", + "type:-u":"TYP:", + "melee":"Na blízko", + "ranged":"Na dálku", + "range-reach:-u":"DOSTŘEL/DOSAH:", + "range-reach-place":"1 sh", + "to-hit:-u":"NA ZÁSAH:", + "target:-u":"CÍL:", + "target:":"Target:", + "to-hit-place":"1 cíl", + "on-hit:-u":"ZRANĚNÍ:", + "on-hit-place":"Sečné", + "on-hit2:-u":"ZRANĚNÍ 2:", + "on-hit-2-place":"Ohnivé", + "hit:":"Zásah: ", + "reactions":"Reakce", + "npc-repeating-name-place":"Odražení.", + "npc-repeating-desc-place":"Tvor si přidá 2 k jeho OČ...", + "spells":"Kouzla", + "prep-u":"Přip", + "school:-u":"ŠKOLA:", + "abjuration":"Vymítání", + "conjuration":"Vyvolávání", + "divination":"Věštění", + "enchantment":"Očarování", + "evocation":"Zaklínání", + "illusion":"Iluze", + "necromancy":"Nekromancie", + "transmutation":"Transmutace", + "ritual":"RITUÁL", + "ritual-l":"ritual", + "range:-u":"DOSAH:", + "range:":"Range:", + "components:-u":"SLOŽKY:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"P", + "spell-component-material":"S", + "ruby-dust-place":"Rubínový prach v hodnotě 50 zl", + "concentration-u":"SOUSTŘEDĚNÍ", + "concentration":"Concentration", + "duration:-u":"TRVÁNÍ:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"VÝSTUP:", + "spellcard-u":"KARTA KOUZLA", + "spell-atk:-u":"ÚTOK KOUZLEM:", + "none":"Žádný", + "dmg:-u":"ZRANĚNÍ:", + "dmg2:-u":"ZRANĚNÍ 2:", + "healing:-u":"LÉČENÍ:", + "add-ability-mod-u":"PŘIDAT MOD VLASTNOSTI K ZRANĚNÍ NEBO LÉČENÍ", + "effect:-u":"ÚČINEK:", + "npc-atk-effect-place":"Poloviční poškození", + "desc:-u":"POPIS:", + "at-higher-lvl:-u":"NA VYŠŠÍCH ÚROVNÍCH:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendární akce", + "leg-actions-desc":" může provést legendární akce, přičemž si vybírá z níže uvedených možností. Najednou může použít jen jednu legendární akci a pouze na konci tahu jiného tvora. si obnoví utracené legendární akce na začátku svého tahu.", + "atk-range-place":"1 sh", + "atk-target-place":"1 cíl", + "atk-dmg-type-place":"Sečné", + "atk-dmg-type2-place":"Ohnivé", + "adv-u":"VÝHODA", + "norm-u":"ZÁKLAD", + "disadv-u":"NEVÝHODA", + "core-u":"HLAVNÍ", + "bio-u":"BIO", + "spells-u":"KOUZLA", + "char-name-u":"JMÉNO CHARAKTERU", + "barbarian":"Barbar", + "bard":"Bard", + "cleric":"Klerik", + "druid":"Druid", + "fighter":"Bojovník", + "monk":"Mnich", + "paladin":"Paladin", + "ranger":"Hraničář", + "rogue":"Tulák", + "sorcerer":"Čaroděj", + "warlock":"Černokněžník", + "wizard":"Kouzelník", + "class-level-u":"POVOLÁNÍ A ÚROVEŇ", + "background-u":"ZÁZEMÍ", + "race-u":"RASA", + "alignment-u":"PŘESVĚDČENÍ", + "exp-pts-u":"BODY ZKUŠENOSTÍ", + "inspiration-u":"INSPIRACE", + "prof-bonus-u":"ZDATNOSTNÍ BONUS", + "strength":"Síla", + "strength-save":"Záchrana na Sílu", + "dexterity":"Obratnost", + "dexterity-save":"Záchrana na Obratnost", + "constitution":"Odolnost", + "constitution-save":"Záchrana na Odolnost", + "intelligence":"Inteligence", + "intelligence-save":"Záchrana na Inteligenci", + "wisdom":"Moudrost", + "wisdom-save":"Záchrana na Moudrost", + "charisma":"Charisma", + "charisma-save":"Záchrana na Charisma", + "saving-throws-u":"ZÁCHRANNÉ HODY", + "acrobatics-core":"Akrobacie (Obr)", + "animal-handling-core":"Ovládání zvířat (Mdr)", + "arcana-core":"Mystika (Int)", + "athletics-core":"Atletika (Str)", + "deception-core":"Klamání (Cha)", + "history-core":"Historie (Int)", + "insight-core":"Vhled (Mdr)", + "intimidation-core":"Zastrašování (Cha)", + "investigation-core":"Pátrání (Int)", + "medicine-core":"Lékařství (Mdr)", + "nature-core":"Příroda (Int)", + "perception-core":"Vnímání (Mdr)", + "performance-core":"Umění (Cha)", + "persuasion-core":"Přesvědčování (Cha)", + "religion-core":"Náboženství (Int)", + "sleight-of-hand-core":"Čachry (Obr)", + "stealth-core":"Nenápadnost (Obr)", + "survival-core":"Přežití (Mdr)", + "pass-wis-u":"PASIVNÍ MOUDROST (VNÍMÁNÍ)", + "tool-u":"NÁSTROJ", + "pro-u":"ZDT", + "attr-u":"VLASTNOST", + "prof-bonus:-u":"ZDATNOSTNÍ BONUS:", + "prof-u":"ZDATNÝ", + "expertise-u":"EXPERT", + "jack-of-all-u":"VŠEUMĚL", + "attr:-u":"VLASTNOST:", + "tool-prof-u":"ZDATNOST S NÁSTROJI", + "other-prof-langs-u":"DALŠÍ ZDATNOSTI A JAZYKY", + "init":"Iniciativa", + "init-u":"INICIATIVA", + "hp-max-u":"Maximum zdraví", + "hp-current-u":"AKTUÁLNÍ ZDRAVÍ", + "hp-temp-u":"DOČASNÉ ŽIVOTY", + "total":"Celkem", + "hit-dice-u":"KOSTKY ŽIVOTŮ", + "successes-u":"ÚSPĚCHY", + "failures-u":"NEÚSPĚCHY", + "death-save-u":"HODY NA SMRT", + "death-saves-u":"HODY NA SMRT", + "atk-u":"ÚTK", + "dmg-type-u":"ZRANĚNÍ/TYP", + "attack:-u":"ÚTOK:", + "proficient-u":"ZDATNOST", + "range-place":"Ty sám (12 sh kužel)", + "magic-bonus:-u":"MAGICKÝ BONUS:", + "crit-range-u":"HOD NA KRIT:", + "damage:-u":"ZRANĚNÍ:", + "dmg-type-place":"Sečné", + "crit:-u":"KRIT:", + "damage2:-u":"ZRANĚNÍ 2:", + "saving-throw:-u":"ZÁCHRANNÝ HOD:", + "vs-dc:-u":"VS SO:", + "spell-u":"KOUZLO", + "flat-u":"ROVNÝCH", + "save":"Save", + "save-effect:-u":"PŘI ÚSPĚCHU:", + "save-effect-place":"Poloviční poškození", + "ammunition:-u":"MUNICE:", + "ammunition-place":"Šípy", + "description:-u":"POPIS:", + "description-place":"Až 2 tvorové do 1 sáhu od sebe", + "atk-spellcasting-u":"ÚTOKY A KOUZLA", + "copper-piece-u":"md", + "silver-piece-u":"st", + "electrum-piece-u":"el", + "gold-piece-u":"zl", + "platinum-piece-u":"pl", + "warning-armor-sets-u":"VAROVÁNÍ - BYLO NASAZENO VÍCE TYPŮ BRNĚNÍ NEBO ŠTÍTŮ A OČ SE NEPOČÍTÁ SPRÁVNĚ. ODLOŽ NĚJAKOU ZBROJ V PŘEDMĚTECH.", + "item-name-u":"NÁZEV PŘEDMĚTU", + "equipped-u":"OBLEČENO", + "use-as-resource-u":"POUŽÍT JAKO ZDROJ", + "prop:-u":"VLASTNOSTI:", + "mods:-u":"BONUS:", + "total-weight-u":"HMOTNOST VYBAVENÍ", + "immobile-u":"NEPOHYBLIVÝ", + "heavily-encumbered-u":"VELMI ZATÍŽENÝ", + "encumbered-u":"ZATÍŽENÝ", + "over-carrying-cap-u":"NAD ÚNOSNOST", + "equipment-u":"VYBAVENÍ", + "personality-traits-u":"OSOBNOSTNÍ RYSY", + "ideals-u":"IDEÁLY", + "bonds-u":"POUTA", + "flaws-u":"VADY", + "class-resource-u":"ZDROJE POVOLÁNÍ", + "other-resource-u":"OSTATNÍ ZDROJE", + "feats-traits-u":"SCHOPNOSTI A RYSY", + "age-u":"VĚK", + "size-u":"VELIKOST", + "height-u":"VÝŠKA", + "weight-u":"HMOTNOST", + "eye-u":"OČI", + "skin-u":"PLEŤ", + "hair-u":"VLASY", + "char-appearance-u":"VZHLED POSTAVY", + "char-backstory-u":"POZADÍ POSTAVY", + "allies-orgs-u":"SPOJENCI A ORGANIZACE", + "add-feats-traits-u":"DALŠÍ VLASTNOSTI A DOVEDNOSTI", + "treasure-u":"POKLAD", + "spell-save-dc-u":"ZÁCHRANNÝ HOD SO", + "cantrips-u":"TRIKY", + "ritual-u":"RITUÁL", + "casting-time:-u":"VYVOLÁNÍ:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"ZRANĚNÍ VYŠŠÍ ÚROVNÍ KOUZLA:", + "half-dmg-place":"Poloviční poškození", + "hit-die:-u":"KOSTKA ŽIVOTŮ:", + "initiative-mod:-u":"MODIFIKÁTOR INICIATIVY:", + "glob-saving-mod:-u":"MODIFIKÁTOR ZÁCHRANNÝCH HODŮ:", + "glob-ac-mod:-u":"MODIFIKÁTOR OBRANNÉHO ČÍSLA:", + "glob-atk-mod:-u":"MODIFIKÁTOR MAGICKÉHO ÚTOKU:", + "pass-perc-mod:-u":"MODIFIKÁTOR PASIVNÍHO VNÍMÁNÍ:", + "death-save-mod:-u":"MODIFIKÁTOR HODU NA SMRT:", + "magic-caster-lvl:-u":"MAGICKÁ ÚROVEŇ:", + "halfling-luck-u":"HOBITÍ ŠTĚSTÍ", + "arcane-fighter-u":"ČAROKNECHT", + "arcane-rogue-u":"MYSTICKÝ ŠEJDÍŘ", + "class-options-u":"MOŽNOSTI POVOLÁNÍ ()", + "2nd-class:-u":"2. POVOLÁNÍ:", + "lvl:-u":"ÚROVEŇ:", + "3rd-class:-u":"3. POVOLÁNÍ:", + "4th-class:-u":"4. POVOLÁNÍ:", + "mutliclass-opts-u":"MOŽNOSTI MULTIPOVOLÁNÍ", + "use-cust-class-u":"POUŽÍT VLASTNÍ POVOLÁNÍ", + "class-name:-u":"NÁZEV POVOLÁNÍ:", + "spellcasting-ability:-u":"SESÍLACÍ VLASTNOST:", + "spell-slots:-u":"SEZNAM KOUZEL:", + "spell-full-u":"PLNÝ (Klerik, Druid, Kouzelník)", + "spell-half-u":"POLOVINA (Paladin, Hraničář)", + "spell-third-u":"TŘETÍ (Čaroknecht/Mystický šejdíř)", + "cust-class-opts":"MOŽNOSTI VLASTNÍHO POVOLÁNÍ", + "normal":"Základ", + "expirtise":"Expert", + "skill-opts-u":"MOŽNOSTI DOVEDNOSTÍ", + "version":"v", + "always-roll-adv":"Vždy házet s výhodou", + "toggle-roll-adv":"Přepínač výhody", + "query-roll-adv":"Dotaz na výhodu", + "never-roll-adv":"Nikdy neházet s výhodou", + "never-whisper-roll":"Nikdy nešeptat hody", + "query-whisper-roll":"Dotaz na šeptání", + "always-whisper-roll":"Vždy šeptat hody", + "never-roll-dmg":"Nikdy neházet automaticky na zranění", + "always-roll-dmg":"Automaticky házet na zranění a kritický zásah", + "add-char-to-templates:-u":"PŘIDAT JMÉNO POSTAVY DO ŠABLONY:", + "on":"Zapnout", + "off":"Vypnout", + "inventory:-u":"INVENTÁŘ:", + "compendium-compatible":"Kompatibilita s Kompendiem", + "simple":"Zjednodušené", + "encumberance:-u":"NOSNOST:", + "ammo-tracking:-u":"SLEDOVÁNÍ MUNICE:", + "general-opts-u":"OBECNÉ NASTAVENÍ", + "transition-text":"Klepnutí na jeden z následujících obrázků přeformátuje data z vašeho aktuálního deníku do tohoto deníku. Tyto změny jsou trvalé a nelze je vrátit zpět.", + "transition-text-highlight":"Před použitím tohoto nástroje, doporučejeme si vytvořit kopii dobrodružství.", + "choose-sheet-transfer":"VYBER DENÍK, Z KTERÉHO PŘENÁŠÍŠ DATA", + "community-sheet-u":"KOMUNITNÍ DENÍK", + "shaped-sheet-u":"TVAROVANÝ DENÍK", + "transition-opts-u":"MOŽNOSTI PŘESUNUTÍ", + "portions-sheet-utilize":"Části tohoto deníku využívají obsah ze 'System Reference Document 5.0' pod licencí OGL. Pro zobrazení OGL licence a autorských práv navštiv: https://wiki.roll20.NET/SRD_5.0_OGL_License", + "api-required-title":"Zkus to teď vyřešit jedním klepnutím s API instalací dostupnou pro Pro předplatitele.", + "api-required-u":"(API POŽADOVÁNO)", + "spell_dc_mod:-u":"MOD ZÁCHRANNÉHO HODU SO:", + "custom_ac:-u":"VLASTNÍ OČ:", + "npc-info":"Možnost NPC nastaví, aby nově vytvořené deníky byly předem nastaveny na NPC deník. Je to užitečné, pokud hráčské postavy byly již vytvořené a všechny nové deníky postav budou reprezentovat nehratelné postavy.", + "npc-pc":"NPC/PC", + "roll-queries-info":"Hody kostkou se budou chovat podle tohoto nastavení. 'Vždy házet s výhodou' je nastaveno v základu a tedy systém vždy použije dvě kostky na každý hod. V případě, že neplatí výhoda ani nevýhoda, použije se vždy výsledek nalevo. 'Přepínač výhody' přidá tři tlačítka do vrchní části deníku a tedy si můžeš přepínat výhodu a nevýhodu dle vlastního uvážení. 'Dotaz na výhodu' se vás vyskakovacím oknem při každémů hodu zeptá, jestli chcete házet s výhodou. 'Nikdy neházet s výhodou' bude vždy házet jednou kostkou v očekávání, že hráč hodí znovu, pokud se jedná o hod s výhodou či nevýhodou.", + "whisp-rolls-gm-info":"Všechny hody kostkou jsou v základu viditelné všem hráčům v chatu. 'Dotaz na šeptání' se tě skrze vyskakovací okno zeptá, jestli chceš daný hod poslat tajně PJovi. 'Vždy šeptat hody' nastaví, že hody kostkou uvidí jen PJ.", + "auto-dmg-roll-info":"Ve výchozím nastavení hod na zranění se nehází, dokud k tomu není systém vyzván. Zranění se hází z chatu kliknutím na název útoku, což poté ukáže výši zranění. Výchozí metoda je kompatibilní s 3D kostkami. Můžeš si také zvolit možnost 'Automaticky házet na zranění a kritický zásah', což po každém hodu na útok automaticky hodí i na potencionální zranění. V případě, že na kostce padne kritický zásah, hod na zranění bude házet dvojnásobným počtem kostek.", + "add-char-to-templates-info":"Jména postav nejsou v základu přidány k hodům kostkou a jsou zobrazeny v chatu jako hody hráče. Zapnutím této funkce přidáš ke každému hodu i název postavy, za kterou hráč háže, což je užitečné, pokud hráč ovládá více než jednu postavu.", + "inventory-info":"Invetář postavy je v základu nastaven na komplexní styl, který je kompatibilní s Roll20 5E Kompendiem. To zahrnuje i počet, hmotnost, sledování nosnosti, řazení, výpočet OČ, automatické generování útoků atd. Zjednodušené zobrazení vytvoří textové pole, kde si hráči mohou zapisovat, co potřebují, což umožňuje lepší kontrolu nad deníkem.", + "encumberance-info":"Deník využívá variant nosnosti z Pravidel pro Hráče na straně 176. V případě vypnutí této možnosti deník ukazuje pouze upozornění v případě, že postava je přetížena.", + "ammo-tracking-info":"Poskytuje automatické sledování munice s5th Edition OGL od Roll20 Company API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/da.json b/5th Edition OGL by Roll20/translations/da.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/da.json +++ b/5th Edition OGL by Roll20/translations/da.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/de.json b/5th Edition OGL by Roll20/translations/de.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/de.json +++ b/5th Edition OGL by Roll20/translations/de.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/el.json b/5th Edition OGL by Roll20/translations/el.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/el.json +++ b/5th Edition OGL by Roll20/translations/el.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/en.json b/5th Edition OGL by Roll20/translations/en.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/en.json +++ b/5th Edition OGL by Roll20/translations/en.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/es.json b/5th Edition OGL by Roll20/translations/es.json index 34020d75de..81d40b2fb8 100644 --- a/5th Edition OGL by Roll20/translations/es.json +++ b/5th Edition OGL by Roll20/translations/es.json @@ -55,11 +55,17 @@ "spell-ability-u":"HABILIDAD LANZACONJUROS", "none-u":"NADA", "strength-u":"FUERZA", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DESTREZA", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUCIÓN", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELIGENCIA", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"SABIDURÍA", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"CD DE CONJURO", "spell-atk-bonus-u":"BONUS DE ATAQUE DE CONJURO", "has-reaction-u":"TIENE REACCIONES", @@ -90,7 +96,7 @@ "cha+":"Car +", "skills":"Habilidades", "acrobatics+":"Acrobacias +", - "animal-handling":"Trato Animal +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcanos +", "athletics+":"Atletismo +", "deception+":"Engaño +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Juego de Manos +", "stealth+":"Sigilo +", "survival+":"Supervivencia +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Vulnerable al Daño", "dmg-res":"Resistencia al Daño", "dmg-imm":"Inmunidad al Daño", @@ -125,10 +149,11 @@ "type:-u":"TIPO:", "melee":"Cuerpo a cuerpo", "ranged":"A Distancia", - "range-reach:-u":"RANGO\/ALCANCE:", + "range-reach:-u":"RANGO/ALCANCE:", "range-reach-place":"5 pies", "to-hit:-u":"PARA GOLPEAR:", "target:-u":"OBJETIVO:", + "target:":"Target:", "to-hit-place":"Un objetivo", "on-hit:-u":"SI GOLPEA:", "on-hit-place":"cortante", @@ -150,15 +175,20 @@ "necromancy":"Necromancia", "transmutation":"Transmutación", "ritual":"RITUAL", - "cast-time:-u":"TIEMPO DE LANZAMIENTO:", + "ritual-l":"ritual", "range:-u":"RANGO:", + "range:":"Range:", "components:-u":"COMPONENTES:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"polvo de diamante por valor de 50po", "concentration-u":"CONCENTRACIÓN", + "concentration":"Concentration", "duration:-u":"DURACIÓN:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"SALIDA:", "spellcard-u":"CARTA DE CONJURO", "spell-atk:-u":"ATAQUE DE CONJURO:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAÑO 2:", "healing:-u":"SANACIÓN:", "add-ability-mod-u":"AÑADE MOD DE CARACTERÍSTICA AL DAÑO O SANACIÓN", - "save-throw:-u":"TIRADA DE SALVACIÓN:", "effect:-u":"EFECTO:", "npc-atk-effect-place":"Mitad de daño", - "higher-lvl-cast:-u":"DAÑO LANZAMIENTO MAYOR NIVEL:", "desc:-u":"DESCRIPCIÓN:", "at-higher-lvl:-u":"A NIVELES SUPERIORES:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Acciones Legendarias", - "leg-actions-desc":"El\/la <\/span> puede usar <\/span> acciones legendarias, escogiendo de las siguientes opciones. Sólo puede usarse una acción legendaria al mismo tiempo y sólo al final del turno de otra criatura. El\/la <\/span> recupera las acciones legendarias usadas al inicio de su turno.", + "leg-actions-desc":"El/la puede usar acciones legendarias, escogiendo de las siguientes opciones. Sólo puede usarse una acción legendaria al mismo tiempo y sólo al final del turno de otra criatura. El/la recupera las acciones legendarias usadas al inicio de su turno.", "atk-range-place":"5 pies", "atk-target-place":"Un objetivo", "atk-dmg-type-place":"cortante", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRACIÓN", "prof-bonus-u":"BONUS COMPETENCIA", "strength":"Fuerza", + "strength-save":"Strength Save", "dexterity":"Destreza", + "dexterity-save":"Dexterity Save", "constitution":"Constitución", + "constitution-save":"Constitution Save", "intelligence":"Inteligencia", + "intelligence-save":"Intelligence Save", "wisdom":"Sabiduría", + "wisdom-save":"Wisdom Save", "charisma":"Carisma", + "charisma-save":"Charisma Save", "saving-throws-u":"TIRADAS DE SALVACIÓN", - "acrobatics-core":"Acrobacias (Des)<\/span>", - "animal-handling-core":"Trato Animal (Sab)<\/span>", - "arcana-core":"Arcanos (Int)<\/span>", - "athletics-core":"Atletismo (Str)<\/span>", - "deception-core":"Engaño (Car)<\/span>", - "history-core":"Historia (Int)<\/span>", - "insight-core":"Perspicacia (Sab)<\/span>", - "intimidation-core":"Intimidación (Car)<\/span>", - "investigation-core":"Investigación (Int)<\/span>", - "medicine-core":"Medicina (Sab)<\/span>", - "nature-core":"Naturaleza (Int)<\/span>", - "perception-core":"Percepción (Sab)<\/span>", - "performance-core":"Interpretar (Car)<\/span>", - "persuasion-core":"Persuasión (Car)<\/span>", - "religion-core":"Religión (Int)<\/span>", - "sleight-of-hand-core":"Juego de Manos (Des)<\/span>", - "stealth-core":"Sigilo (Des)<\/span>", - "survival-core":"Supervivencia (Sab)<\/span>", + "acrobatics-core":"Acrobacias (Des)", + "animal-handling-core":"Trato Animal (Sab)", + "arcana-core":"Arcanos (Int)", + "athletics-core":"Atletismo (Str)", + "deception-core":"Engaño (Car)", + "history-core":"Historia (Int)", + "insight-core":"Perspicacia (Sab)", + "intimidation-core":"Intimidación (Car)", + "investigation-core":"Investigación (Int)", + "medicine-core":"Medicina (Sab)", + "nature-core":"Naturaleza (Int)", + "perception-core":"Percepción (Sab)", + "performance-core":"Interpretar (Car)", + "persuasion-core":"Persuasión (Car)", + "religion-core":"Religión (Int)", + "sleight-of-hand-core":"Juego de Manos (Des)", + "stealth-core":"Sigilo (Des)", + "survival-core":"Supervivencia (Sab)", "pass-wis-u":"SABIDURÍA PASIVA (PERCEPCIÓN)", "tool-u":"HERRAMIENTA", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATRIBUTO:", "tool-prof-u":"COMPETENCIA HERRAMIENTAS", "other-prof-langs-u":"OTRAS COMPETENCIAS & IDIOMAS", + "init":"Initiative", "init-u":"INICIATIVA", "hp-max-u":"Puntos de Golpe Máximos", "hp-current-u":"PUNTOS DE GOLPE ACTUALES", @@ -249,9 +286,10 @@ "hit-dice-u":"DADO DE GOLPE", "successes-u":"ÉXITOS", "failures-u":"FALLOS", + "death-save-u":"DEATH SAVE", "death-saves-u":"SALVACIONES DE MUERTE", "atk-u":"ATQ", - "dmg-type-u":"DAÑO\/TIPO", + "dmg-type-u":"DAÑO/TIPO", "attack:-u":"ATAQUE:", "proficient-u":"COMPETENTE", "range-place":"Propio (cono 60 pies)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS CD:", "spell-u":"CONJURO", "flat-u":"PLANO", + "save":"Save", "save-effect:-u":"EFECTO SI SALVA:", "save-effect-place":"mitad de daño", "ammunition:-u":"MUNICIÓN:", @@ -312,8 +351,8 @@ "cantrips-u":"TRUCOS", "ritual-u":"RITUAL", "casting-time:-u":"TIEMPO DE LANZAMIENTO:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"DAÑO DE LANZAMIENTO A NVL SUPERIORES:", - "castingtime:-u":"TIEMPO DE LANZAMIENTO:", "half-dmg-place":"Mitad de daño", "hit-die:-u":"DADO DE GOLPE:", "initiative-mod:-u":"MOD DE INICIATIVA:", @@ -338,7 +377,7 @@ "spell-slots:-u":"ESPACIOS DE CONJURO:", "spell-full-u":"COMPLETO (Clérigo, Druida, Mago)", "spell-half-u":"MEDIO (Paladín, Explorador)", - "spell-third-u":"TERCIO (Guerrero\/Pícaro Arcano)", + "spell-third-u":"TERCIO (Guerrero/Pícaro Arcano)", "cust-class-opts":"OPCIONES DE CLASE PERSONALIZADA", "normal":"Normal", "expirtise":"Pericia", @@ -368,9 +407,20 @@ "community-sheet-u":"PLANTILLA DE LA COMUNIDAD", "shaped-sheet-u":"PLANTILLA CON FORMATO", "transition-opts-u":"OPCIONES DE TRANSICIÓN", - "portions-sheet-utilize":"Partes de esta plantilla utilizan contenido del Documento de Referencia del Sistema 5.0 bajo licencia OGL. Revisa la Licencia OGL y los datos de Copyright. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Partes de esta plantilla utilizan contenido del Documento de Referencia del Sistema 5.0 bajo licencia OGL. Revisa la Licencia OGL y los datos de Copyright. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/fr.json b/5th Edition OGL by Roll20/translations/fr.json index a46a0c61b8..704fa231c2 100644 --- a/5th Edition OGL by Roll20/translations/fr.json +++ b/5th Edition OGL by Roll20/translations/fr.json @@ -55,11 +55,17 @@ "spell-ability-u":"CAPACITÉS DE LANCEUR DE SORTS", "none-u":"AUCUN(E)", "strength-u":"FORCE", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITE", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"SAGESSE", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISME", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Compétences", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE :", "melee":"Corps à corps", "ranged":"Tir", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"CIBLE :", + "target:":"Target:", "to-hit-place":"Une cible", "on-hit:-u":"ON HIT:", "on-hit-place":"tranchant", @@ -150,15 +175,20 @@ "necromancy":"Nécromancie", "transmutation":"Transmutation", "ritual":"RITUEL", - "cast-time:-u":"TEMPS D’INCANTATION :", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPOSANTS :", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURÉE :", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2 :", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Force", + "strength-save":"Strength Save", "dexterity":"Dextérité", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Sagesse", + "wisdom-save":"Wisdom Save", "charisma":"Charisme", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"OUTIL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Points de vie maximum", "hp-current-u":"POINTS DE VIE ACTUELLE", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUEL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/he.json b/5th Edition OGL by Roll20/translations/he.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/he.json +++ b/5th Edition OGL by Roll20/translations/he.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/it.json b/5th Edition OGL by Roll20/translations/it.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/it.json +++ b/5th Edition OGL by Roll20/translations/it.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/ja.json b/5th Edition OGL by Roll20/translations/ja.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/ja.json +++ b/5th Edition OGL by Roll20/translations/ja.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/ko.json b/5th Edition OGL by Roll20/translations/ko.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/ko.json +++ b/5th Edition OGL by Roll20/translations/ko.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/nl.json b/5th Edition OGL by Roll20/translations/nl.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/nl.json +++ b/5th Edition OGL by Roll20/translations/nl.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/pt.json b/5th Edition OGL by Roll20/translations/pt.json index b4ec9be5a3..c8ebe99e35 100644 --- a/5th Edition OGL by Roll20/translations/pt.json +++ b/5th Edition OGL by Roll20/translations/pt.json @@ -55,11 +55,17 @@ "spell-ability-u":"HABILIDADE DE CONJURAÇÃO", "none-u":"NENHUM", "strength-u":"FORÇA", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DESTREZA", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUIÇÃO", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELIGÊNCIA", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"SABEDORIA", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"CD DA MAGIA", "spell-atk-bonus-u":"BÔNUS DE ATAQUE DA MAGIA", "has-reaction-u":"POSSUI REAÇÕES", @@ -90,7 +96,7 @@ "cha+":"Car +", "skills":"Perícias", "acrobatics+":"Acrobacia +", - "animal-handling":"Adestrar Animais +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcanismo +", "athletics+":"Atletismo +", "deception+":"Enganação +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Prestidigitação +", "stealth+":"Furtividade +", "survival+":"Sobrevivência +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Vulnerabilidade a Dano", "dmg-res":"Resistência a Dano", "dmg-imm":"Imunidade a Dano", @@ -125,10 +149,11 @@ "type:-u":"TIPO:", "melee":"Corpo-a-Corpo", "ranged":"À Distância", - "range-reach:-u":"DISTÂNCIA\/ALCANCE:", + "range-reach:-u":"DISTÂNCIA/ALCANCE:", "range-reach-place":"1,5m", "to-hit:-u":"PARA ACERTAR:", "target:-u":"ALVO:", + "target:":"Target:", "to-hit-place":"Um alvo", "on-hit:-u":"SE ACERTAR:", "on-hit-place":"cortante", @@ -150,15 +175,20 @@ "necromancy":"Necromancia", "transmutation":"Transmutação", "ritual":"RITUAL", - "cast-time:-u":"TEMPO DE CONJURAÇÃO:", + "ritual-l":"ritual", "range:-u":"ALCANCE:", + "range:":"Range:", "components:-u":"COMPONENTES:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"Pó de rubi no valor de 50 po", "concentration-u":"CONCENTRAÇÃO", + "concentration":"Concentration", "duration:-u":"DURAÇÃO:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DANO2:", "healing:-u":"CURA:", "add-ability-mod-u":"ADICIONAR MODIFICADOR DE HABILIDADE AO DANO OU CURA", - "save-throw:-u":"TESTE DE RESISTÊNCIA:", "effect:-u":"EFEITO:", "npc-atk-effect-place":"Metade do Dano", - "higher-lvl-cast:-u":"DANO EM NÍVEIS SUPERIORES:", "desc:-u":"DESCRIÇÃO:", "at-higher-lvl:-u":"EM NÍVEIS SUPERIORES:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Ações Lendárias", - "leg-actions-desc":"O <\/span> pode usar <\/span> ações lendárias, escolhendo entre as opções abaixo. Apenas uma apção lendária pode ser usada por vez e apenas ao final do turno de outra criatura. O <\/span> recupera ações lendárias gastas no início do seu turno.", + "leg-actions-desc":"O pode usar ações lendárias, escolhendo entre as opções abaixo. Apenas uma apção lendária pode ser usada por vez e apenas ao final do turno de outra criatura. O recupera ações lendárias gastas no início do seu turno.", "atk-range-place":"1,5m", "atk-target-place":"Um alvo", "atk-dmg-type-place":"cortante", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRAÇÃO", "prof-bonus-u":"BÔNUS DE PROFICIÊNCIA", "strength":"Força", + "strength-save":"Strength Save", "dexterity":"Destreza", + "dexterity-save":"Dexterity Save", "constitution":"Constituição", + "constitution-save":"Constitution Save", "intelligence":"Inteligência", + "intelligence-save":"Intelligence Save", "wisdom":"Sabedoria", + "wisdom-save":"Wisdom Save", "charisma":"Carisma", + "charisma-save":"Charisma Save", "saving-throws-u":"TESTES DE RESISTÊNCIA", - "acrobatics-core":"Acrobacia (Des)<\/span>", - "animal-handling-core":"Adestrar Animais (Sab)<\/span>", - "arcana-core":"Arcanismo (Int)<\/span>", - "athletics-core":"Athletismo (For)<\/span>", - "deception-core":"Enganação (Car)<\/span>", - "history-core":"Historia (Int)<\/span>", - "insight-core":"Intuição (Sab)<\/span>", - "intimidation-core":"Intimidação (Car)<\/span>", - "investigation-core":"Investigação (Int)<\/span>", - "medicine-core":"Medicina (Sab)<\/span>", - "nature-core":"Natureza (Int)<\/span>", - "perception-core":"Percepção (Sab)<\/span>", - "performance-core":"Atuação (Car)<\/span>", - "persuasion-core":"Persuasão (Car)<\/span>", - "religion-core":"Religião (Int)<\/span>", - "sleight-of-hand-core":"Prestidigitação (Des)<\/span>", - "stealth-core":"Furtividade (Des)<\/span>", - "survival-core":"Sobrevivência (Sab)<\/span>", + "acrobatics-core":"Acrobacia (Des)", + "animal-handling-core":"Adestrar Animais (Sab)", + "arcana-core":"Arcanismo (Int)", + "athletics-core":"Athletismo (For)", + "deception-core":"Enganação (Car)", + "history-core":"Historia (Int)", + "insight-core":"Intuição (Sab)", + "intimidation-core":"Intimidação (Car)", + "investigation-core":"Investigação (Int)", + "medicine-core":"Medicina (Sab)", + "nature-core":"Natureza (Int)", + "perception-core":"Percepção (Sab)", + "performance-core":"Atuação (Car)", + "persuasion-core":"Persuasão (Car)", + "religion-core":"Religião (Int)", + "sleight-of-hand-core":"Prestidigitação (Des)", + "stealth-core":"Furtividade (Des)", + "survival-core":"Sobrevivência (Sab)", "pass-wis-u":"SABEDORIA (PERCEPÇÃO) PASSIVA", "tool-u":"FERRAMENTA", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTO:", "tool-prof-u":"PROFICIÊNCIAS EM FERRAMENTAS", "other-prof-langs-u":"OUTRAS PROFICIÊNCIAS & IDIOMAS", + "init":"Initiative", "init-u":"INICIATIVA", "hp-max-u":"PVs Máximos", "hp-current-u":"PONTOS DE VIDA ATUAIS", @@ -249,9 +286,10 @@ "hit-dice-u":"DADO DE VIDA", "successes-u":"SUCESSOS", "failures-u":"FRACASSOS", + "death-save-u":"DEATH SAVE", "death-saves-u":"RESISTÊNCIA À MORTE", "atk-u":"ATK", - "dmg-type-u":"DANO\/TIPO", + "dmg-type-u":"DANO/TIPO", "attack:-u":"ATAQUE:", "proficient-u":"PROFICIENTE", "range-place":"PESSOAL (Cone 18m)", @@ -265,6 +303,7 @@ "vs-dc:-u":"CONTRA CD:", "spell-u":"MAGIA", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"EM CASO DE SUCESSO:", "save-effect-place":"metade do dano", "ammunition:-u":"MUNIÇÃO:", @@ -312,8 +351,8 @@ "cantrips-u":"TRUQUES", "ritual-u":"RITUAIS", "casting-time:-u":"TEMPO DE CONJURAÇÃO:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"DANO EM NÍVEIS SUPERIORES:", - "castingtime:-u":"TEMPO DE CONJURAÇÃO:", "half-dmg-place":"metade do dano", "hit-die:-u":"DADO DE VIDA:", "initiative-mod:-u":"MODIFICADOR DE INICIATIVA:", @@ -338,7 +377,7 @@ "spell-slots:-u":"ESPAÇOS DE MAGIA:", "spell-full-u":"COMPLETO (Clérigo, Druida, Mago)", "spell-half-u":"MEIO (Paladino, Patrulheiro)", - "spell-third-u":"OUTRO (Cavaleiro\/Trapaceiro Arcano)", + "spell-third-u":"OUTRO (Cavaleiro/Trapaceiro Arcano)", "cust-class-opts":"OPÇÕES DE CLASSE CUSTOMIZADA", "normal":"Normal", "expirtise":"Aptidão", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"OPÇÕES DE TRANSIÇÃO", - "portions-sheet-utilize":"Partes desta ficha utilizam conteúdo do Documento de Referência do Sistema 5.0 sob a Licença OGL. Vizulaizar a Licença OGL e o Aviso de Direitos Autorais. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Partes desta ficha utilizam conteúdo do Documento de Referência do Sistema 5.0 sob a Licença OGL. Vizulaizar a Licença OGL e o Aviso de Direitos Autorais. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Experimente agora com a instalação fácil da API em um clique disponível com a sua assinatura Pro.", "api-required-u":"(API NECESSÁRIA)", "spell_dc_mod:-u":"MOD DO TESTE DE RESISTÊNCIA DA MAGIA:", - "custom_ac:-u":"CA CUSTOMIZADA:" + "custom_ac:-u":"CA CUSTOMIZADA:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/ru.json b/5th Edition OGL by Roll20/translations/ru.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/ru.json +++ b/5th Edition OGL by Roll20/translations/ru.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/sv.json b/5th Edition OGL by Roll20/translations/sv.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/sv.json +++ b/5th Edition OGL by Roll20/translations/sv.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/tr.json b/5th Edition OGL by Roll20/translations/tr.json index 9e1d08363f..3202c6cec6 100644 --- a/5th Edition OGL by Roll20/translations/tr.json +++ b/5th Edition OGL by Roll20/translations/tr.json @@ -55,11 +55,17 @@ "spell-ability-u":"SPELLCASTING ABILITY", "none-u":"NONE", "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", "spell-dc-u":"SPELL DC", "spell-atk-bonus-u":"SPELL ATTACK BONUS", "has-reaction-u":"HAS REACTIONS", @@ -90,7 +96,7 @@ "cha+":"Cha +", "skills":"Skills", "acrobatics+":"Acrobatics +", - "animal-handling":"Animal Handling +", + "animal-handling+":"Animal Handling +", "arcana+":"Arcana +", "athletics+":"Athletics +", "deception+":"Deception +", @@ -107,6 +113,24 @@ "sleight-of-hand+":"Sleight of Hand +", "stealth+":"Stealth +", "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", "dmg-vuln":"Damage Vulnerabilities", "dmg-res":"Damage Resistances", "dmg-imm":"Damage Immunities", @@ -125,10 +149,11 @@ "type:-u":"TYPE:", "melee":"Melee", "ranged":"Ranged", - "range-reach:-u":"RANGE\/REACH:", + "range-reach:-u":"RANGE/REACH:", "range-reach-place":"5 ft.", "to-hit:-u":"TO HIT:", "target:-u":"TARGET:", + "target:":"Target:", "to-hit-place":"One target", "on-hit:-u":"ON HIT:", "on-hit-place":"slashing", @@ -150,15 +175,20 @@ "necromancy":"Necromancy", "transmutation":"Transmutation", "ritual":"RITUAL", - "cast-time:-u":"CASTING TIME:", + "ritual-l":"ritual", "range:-u":"RANGE:", + "range:":"Range:", "components:-u":"COMPONENTS:", + "components:":"Components:", "spell-component-verbal":"V", "spell-component-somatic":"S", "spell-component-material":"M", "ruby-dust-place":"ruby dust worth 50gp", "concentration-u":"CONCENTRATION", + "concentration":"Concentration", "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", "output:-u":"OUTPUT:", "spellcard-u":"SPELLCARD", "spell-atk:-u":"SPELL ATTACK:", @@ -167,14 +197,14 @@ "dmg2:-u":"DAMAGE2:", "healing:-u":"HEALING:", "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", - "save-throw:-u":"SAVING THROW:", "effect:-u":"EFFECT:", "npc-atk-effect-place":"Half damage", - "higher-lvl-cast:-u":"HIGHER LVL CAST DMG:", "desc:-u":"DESCRIPTION:", "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", "leg-actions":"Legendary Actions", - "leg-actions-desc":"The <\/span> can take <\/span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <\/span> regains spent legendary actions at the start of its turn.", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", "atk-range-place":"5 ft.", "atk-target-place":"One target", "atk-dmg-type-place":"slashing", @@ -206,30 +236,36 @@ "inspiration-u":"INSPIRATION", "prof-bonus-u":"PROFICIENCY BONUS", "strength":"Strength", + "strength-save":"Strength Save", "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", "constitution":"Constitution", + "constitution-save":"Constitution Save", "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", "charisma":"Charisma", + "charisma-save":"Charisma Save", "saving-throws-u":"SAVING THROWS", - "acrobatics-core":"Acrobatics (Dex)<\/span>", - "animal-handling-core":"Animal Handling (Wis)<\/span>", - "arcana-core":"Arcana (Int)<\/span>", - "athletics-core":"Athletics (Str)<\/span>", - "deception-core":"Deception (Cha)<\/span>", - "history-core":"History (Int)<\/span>", - "insight-core":"Insight (Wis)<\/span>", - "intimidation-core":"Intimidation (Cha)<\/span>", - "investigation-core":"Investigation (Int)<\/span>", - "medicine-core":"Medicine (Wis)<\/span>", - "nature-core":"Nature (Int)<\/span>", - "perception-core":"Perception (Wis)<\/span>", - "performance-core":"Performance (Cha)<\/span>", - "persuasion-core":"Persuasion (Cha)<\/span>", - "religion-core":"Religion (Int)<\/span>", - "sleight-of-hand-core":"Sleight of Hand (Dex)<\/span>", - "stealth-core":"Stealth (Dex)<\/span>", - "survival-core":"Survival (Wis)<\/span>", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", "tool-u":"TOOL", "pro-u":"PRO", @@ -241,6 +277,7 @@ "attr:-u":"ATTRIBUTE:", "tool-prof-u":"TOOL PROFICIENCIES", "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", "init-u":"INITIATIVE", "hp-max-u":"Hit Point Maximum", "hp-current-u":"CURRENT HIT POINTS", @@ -249,9 +286,10 @@ "hit-dice-u":"HIT DICE", "successes-u":"SUCCESSES", "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", "death-saves-u":"DEATH SAVES", "atk-u":"ATK", - "dmg-type-u":"DAMAGE\/TYPE", + "dmg-type-u":"DAMAGE/TYPE", "attack:-u":"ATTACK:", "proficient-u":"PROFICIENT", "range-place":"Self (60-foot cone)", @@ -265,6 +303,7 @@ "vs-dc:-u":"VS DC:", "spell-u":"SPELL", "flat-u":"FLAT", + "save":"Save", "save-effect:-u":"SAVE EFFECT:", "save-effect-place":"half damage", "ammunition:-u":"AMMUNITION:", @@ -312,8 +351,8 @@ "cantrips-u":"CANTRIPS", "ritual-u":"RITUAL", "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", - "castingtime:-u":"CASTING TIME:", "half-dmg-place":"Half damage", "hit-die:-u":"HIT DIE:", "initiative-mod:-u":"INITIATIVE MODIFIER:", @@ -338,7 +377,7 @@ "spell-slots:-u":"SPELL SLOTS:", "spell-full-u":"FULL (Cleric, Druid, Wizard)", "spell-half-u":"HALF (Paladin, Ranger)", - "spell-third-u":"THIRD (Arcane Fighter\/Rogue)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", "cust-class-opts":"CUSTOM CLASS OPTIONS", "normal":"Normal", "expirtise":"Expertise", @@ -368,9 +407,20 @@ "community-sheet-u":"COMMUNITY SHEET", "shaped-sheet-u":"SHAPED SHEET", "transition-opts-u":"TRANSITION OPTIONS", - "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https:\/\/wiki.roll20.net\/SRD_5.0_OGL_License", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", "api-required-u":"(API REQUIRED)", "spell_dc_mod:-u":"SPELL SAVE DC MOD:", - "custom_ac:-u":"CUSTOM AC:" + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." } \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/zh.json b/5th Edition OGL by Roll20/translations/zh.json new file mode 100644 index 0000000000..3202c6cec6 --- /dev/null +++ b/5th Edition OGL by Roll20/translations/zh.json @@ -0,0 +1,426 @@ +{ + "npc-options-u":"NPC OPTIONS", + "name-u":"NAME", + "npc-type-u":"NPC TYPE", + "npc-type-place":"Medium fiend, any evil alignment", + "armor-class-u":"ARMOR CLASS", + "type-u":"TYPE", + "npc-armor-place":"scale mail", + "hit-points-u":"HIT POINTS", + "formula-u":"FORMULA", + "speed-u":"SPEED", + "npc-speed-place":"30 ft., fly 60ft.", + "attributes-u":"ATTRIBUTES", + "str-u":"STR", + "dex-u":"DEX", + "con-u":"CON", + "int-u":"INT", + "wis-u":"WIS", + "cha-u":"CHA", + "saves-u":"SAVES", + "skills-u":"SKILLS", + "acrobatics-u":"ACROBATICS", + "animal-handling-u":"ANIMAL HANDLING", + "arcana-u":"ARCANA", + "athletics-u":"ATHLETICS", + "deception-u":"DECEPTION", + "history-u":"HISTORY", + "insight-u":"INSIGHT", + "intimidation-u":"INTIMIDATION", + "investigation-u":"INVESTIGATION", + "medicine-u":"MEDICINE", + "nature-u":"NATURE", + "perception-u":"PERCEPTION", + "performance-u":"PERFORMANCE", + "persuasion-u":"PERSUASION", + "religion-u":"RELIGION", + "sleight-of-hand-u":"SLEIGHT OF HAND", + "stealth-u":"STEALTH", + "survival-u":"SURVIVAL", + "damage-vuln-u":"DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place":"fire", + "damage-res-u":"DAMAGE RESISTANCES", + "npc-dmg-res-place":"cold", + "damage-imm-u":"DAMAGE IMMUNITIES", + "npc-dmg-imm-place":"lighting, thunder", + "cond-imm-u":"CONDITION IMMUNITIES", + "npc-cond-imm-place":"charmed", + "senses-u":"SENSES", + "npc-senses-place":"darkvision 120ft., passive Perception 16", + "langs-u":"LANGUAGES", + "npc-langs-place":"Abyssal, Common, Infernal", + "challenge-u":"CHALLENGE", + "xp-u":"XP", + "spellcast-npc-u":"SPELLCASTING NPC", + "spell-ability-u":"SPELLCASTING ABILITY", + "none-u":"NONE", + "strength-u":"STRENGTH", + "strength-save-u":"STRENGTH SAVE", + "dexterity-u":"DEXTERITY", + "dexterity-save-u":"DEXTERITY SAVE", + "constitution-u":"CONSTITUTION", + "constitution-save-u":"CONSTITUTION SAVE", + "intelligence-u":"INTELLIGENCE", + "intelligence-save-u":"INTELLIGENCE SAVE", + "wisdom-u":"WISDOM", + "wisdom-save-u":"WISDOM SAVE", + "charisma-u":"CHARISMA", + "charisma-save-u":"CHARISMA SAVE", + "spell-dc-u":"SPELL DC", + "spell-atk-bonus-u":"SPELL ATTACK BONUS", + "has-reaction-u":"HAS REACTIONS", + "leg-actions:-u":"LEGENDARY ACTIONS:", + "gen-opts-u":"GENERAL OPTIONS", + "npc-u":"NPC", + "roll-queries:-u":"ROLL QUERIES:", + "always-adv":"Always Roll Advantage", + "adv-toggle":"Advantage Toggle", + "query-adv":"Query Advantage", + "never-adv":"Never Roll Advantage", + "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:", + "never-whisp":"Never Whisper Rolls", + "query-whisp":"Query Whisper", + "always-whisp":"Always Whisper Rolls", + "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:", + "never-dmg":"Don't Auto Roll Damage", + "always-dmg":"Auto Roll Damage & Crit", + "ac":"Armor Class", + "hp":"Hit Points", + "speed":"Speed", + "saving-throw":"Saving Throws", + "str+":"Str +", + "dex+":"Dex +", + "con+":"Con +", + "int+":"Int +", + "wis+":"Wis +", + "cha+":"Cha +", + "skills":"Skills", + "acrobatics+":"Acrobatics +", + "animal-handling+":"Animal Handling +", + "arcana+":"Arcana +", + "athletics+":"Athletics +", + "deception+":"Deception +", + "history+":"History +", + "insight+":"Insight +", + "intimidation+":"Intimidation +", + "investigation+":"Investigation +", + "medicine+":"Medicine +", + "nature+":"Nature +", + "perception+":"Perception +", + "performance+":"Performance +", + "persuasion+":"Persuasion +", + "religion+":"Religion +", + "sleight-of-hand+":"Sleight of Hand +", + "stealth+":"Stealth +", + "survival+":"Survival +", + "acrobatics":"Acrobatics", + "animal-handling":"Animal Handling", + "arcana":"Arcana", + "athletics":"Athletics", + "deception":"Deception", + "history":"History", + "insight":"Insight", + "intimidation":"Intimidation", + "investigation":"Investigation", + "medicine":"Medicine", + "nature":"Nature", + "perception":"Perception", + "performance":"Performance", + "persuasion":"Persuasion", + "religion":"Religion", + "sleight-of-hand":"Sleight of Hand", + "stealth":"Stealth", + "survival":"Survival", + "dmg-vuln":"Damage Vulnerabilities", + "dmg-res":"Damage Resistances", + "dmg-imm":"Damage Immunities", + "cond-imm":"Condition Immunities", + "senses":"Senses", + "langs":"Languages", + "challenge":"Challenge", + "npc-trait-name-place":"False Appearance.", + "npc-trait-desc-place":"If the dragon fails...", + "actions":"Actions", + "adv":"Advantage", + "norm":"Normal", + "disadv":"Disadvantage", + "name:-u":"NAME:", + "attack-u":"ATTACK", + "type:-u":"TYPE:", + "melee":"Melee", + "ranged":"Ranged", + "range-reach:-u":"RANGE/REACH:", + "range-reach-place":"5 ft.", + "to-hit:-u":"TO HIT:", + "target:-u":"TARGET:", + "target:":"Target:", + "to-hit-place":"One target", + "on-hit:-u":"ON HIT:", + "on-hit-place":"slashing", + "on-hit2:-u":"ON HIT 2:", + "on-hit-2-place":"fire", + "hit:":"Hit: ", + "reactions":"Reactions", + "npc-repeating-name-place":"Parry.", + "npc-repeating-desc-place":"The creature adds 2 to its AC against...", + "spells":"Spells", + "prep-u":"PREP", + "school:-u":"SCHOOL:", + "abjuration":"Abjuration", + "conjuration":"Conjuration", + "divination":"Divination", + "enchantment":"Enchantment", + "evocation":"Evocation", + "illusion":"Illusion", + "necromancy":"Necromancy", + "transmutation":"Transmutation", + "ritual":"RITUAL", + "ritual-l":"ritual", + "range:-u":"RANGE:", + "range:":"Range:", + "components:-u":"COMPONENTS:", + "components:":"Components:", + "spell-component-verbal":"V", + "spell-component-somatic":"S", + "spell-component-material":"M", + "ruby-dust-place":"ruby dust worth 50gp", + "concentration-u":"CONCENTRATION", + "concentration":"Concentration", + "duration:-u":"DURATION:", + "duration:":"Duration:", + "difficulty-class-abv":"DC", + "output:-u":"OUTPUT:", + "spellcard-u":"SPELLCARD", + "spell-atk:-u":"SPELL ATTACK:", + "none":"None", + "dmg:-u":"DAMAGE:", + "dmg2:-u":"DAMAGE2:", + "healing:-u":"HEALING:", + "add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u":"EFFECT:", + "npc-atk-effect-place":"Half damage", + "desc:-u":"DESCRIPTION:", + "at-higher-lvl:-u":"AT HIGHER LEVELS:", + "at-higher-lvl":"At Higher Levels", + "higher-lvl-cast":"Higher Level Cast", + "leg-actions":"Legendary Actions", + "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place":"5 ft.", + "atk-target-place":"One target", + "atk-dmg-type-place":"slashing", + "atk-dmg-type2-place":"fire", + "adv-u":"ADVANTAGE", + "norm-u":"NORMAL", + "disadv-u":"DISADVANTAGE", + "core-u":"CORE", + "bio-u":"BIO", + "spells-u":"SPELLS", + "char-name-u":"CHARACTER NAME", + "barbarian":"Barbarian", + "bard":"Bard", + "cleric":"Cleric", + "druid":"Druid", + "fighter":"Fighter", + "monk":"Monk", + "paladin":"Paladin", + "ranger":"Ranger", + "rogue":"Rogue", + "sorcerer":"Sorcerer", + "warlock":"Warlock", + "wizard":"Wizard", + "class-level-u":"CLASS & LEVEL", + "background-u":"BACKGROUND", + "race-u":"RACE", + "alignment-u":"ALIGNMENT", + "exp-pts-u":"EXPERIENCE POINTS", + "inspiration-u":"INSPIRATION", + "prof-bonus-u":"PROFICIENCY BONUS", + "strength":"Strength", + "strength-save":"Strength Save", + "dexterity":"Dexterity", + "dexterity-save":"Dexterity Save", + "constitution":"Constitution", + "constitution-save":"Constitution Save", + "intelligence":"Intelligence", + "intelligence-save":"Intelligence Save", + "wisdom":"Wisdom", + "wisdom-save":"Wisdom Save", + "charisma":"Charisma", + "charisma-save":"Charisma Save", + "saving-throws-u":"SAVING THROWS", + "acrobatics-core":"Acrobatics (Dex)", + "animal-handling-core":"Animal Handling (Wis)", + "arcana-core":"Arcana (Int)", + "athletics-core":"Athletics (Str)", + "deception-core":"Deception (Cha)", + "history-core":"History (Int)", + "insight-core":"Insight (Wis)", + "intimidation-core":"Intimidation (Cha)", + "investigation-core":"Investigation (Int)", + "medicine-core":"Medicine (Wis)", + "nature-core":"Nature (Int)", + "perception-core":"Perception (Wis)", + "performance-core":"Performance (Cha)", + "persuasion-core":"Persuasion (Cha)", + "religion-core":"Religion (Int)", + "sleight-of-hand-core":"Sleight of Hand (Dex)", + "stealth-core":"Stealth (Dex)", + "survival-core":"Survival (Wis)", + "pass-wis-u":"PASSIVE WISDOM (PERCEPTION)", + "tool-u":"TOOL", + "pro-u":"PRO", + "attr-u":"ATTRIBUTE", + "prof-bonus:-u":"PROFICIENCY BONUS:", + "prof-u":"PROFICIENT", + "expertise-u":"EXPERTISE", + "jack-of-all-u":"JACK OF ALL TRADES", + "attr:-u":"ATTRIBUTE:", + "tool-prof-u":"TOOL PROFICIENCIES", + "other-prof-langs-u":"OTHER PROFICIENCIES & LANGUAGES", + "init":"Initiative", + "init-u":"INITIATIVE", + "hp-max-u":"Hit Point Maximum", + "hp-current-u":"CURRENT HIT POINTS", + "hp-temp-u":"TEMPORARY HIT POINTS", + "total":"Total", + "hit-dice-u":"HIT DICE", + "successes-u":"SUCCESSES", + "failures-u":"FAILURES", + "death-save-u":"DEATH SAVE", + "death-saves-u":"DEATH SAVES", + "atk-u":"ATK", + "dmg-type-u":"DAMAGE/TYPE", + "attack:-u":"ATTACK:", + "proficient-u":"PROFICIENT", + "range-place":"Self (60-foot cone)", + "magic-bonus:-u":"MAGIC BONUS:", + "crit-range-u":"CRIT RANGE:", + "damage:-u":"DAMAGE:", + "dmg-type-place":"Slashing", + "crit:-u":"CRIT:", + "damage2:-u":"DAMAGE2:", + "saving-throw:-u":"SAVING THROW:", + "vs-dc:-u":"VS DC:", + "spell-u":"SPELL", + "flat-u":"FLAT", + "save":"Save", + "save-effect:-u":"SAVE EFFECT:", + "save-effect-place":"half damage", + "ammunition:-u":"AMMUNITION:", + "ammunition-place":"Arrows", + "description:-u":"DESCRIPTION:", + "description-place":"Up to 2 creatures within 5 feet", + "atk-spellcasting-u":"ATTACKS & SPELLCASTING", + "copper-piece-u":"CP", + "silver-piece-u":"SP", + "electrum-piece-u":"EP", + "gold-piece-u":"GP", + "platinum-piece-u":"PP", + "warning-armor-sets-u":"WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u":"ITEM NAME", + "equipped-u":"EQUIPPED", + "use-as-resource-u":"USE AS A RESOURCE", + "prop:-u":"PROP:", + "mods:-u":"MODS:", + "total-weight-u":"TOTAL WEIGHT", + "immobile-u":"IMMOBILE", + "heavily-encumbered-u":"HEAVILY ENCUMBERED", + "encumbered-u":"ENCUMBERED", + "over-carrying-cap-u":"OVER CARRYING CAPACITY", + "equipment-u":"EQUIPMENT", + "personality-traits-u":"PERSONALITY TRAITS", + "ideals-u":"IDEALS", + "bonds-u":"BONDS", + "flaws-u":"FLAWS", + "class-resource-u":"CLASS RESOURCE", + "other-resource-u":"OTHER RESOURCE", + "feats-traits-u":"FEATURES & TRAITS", + "age-u":"AGE", + "size-u":"SIZE", + "height-u":"HEIGHT", + "weight-u":"WEIGHT", + "eye-u":"EYES", + "skin-u":"SKIN", + "hair-u":"HAIR", + "char-appearance-u":"CHARACTER APPEARANCE", + "char-backstory-u":"CHARACTER BACKSTORY", + "allies-orgs-u":"ALLIES & ORGANIZATIONS", + "add-feats-traits-u":"ADDITIONAL FEATURES & TRAITS", + "treasure-u":"TREASURE", + "spell-save-dc-u":"SPELL SAVE DC", + "cantrips-u":"CANTRIPS", + "ritual-u":"RITUAL", + "casting-time:-u":"CASTING TIME:", + "casting-time:":"Casting Time:", + "at-higher-lvl-dmg:-u":"HIGHER LVL CAST DMG:", + "half-dmg-place":"Half damage", + "hit-die:-u":"HIT DIE:", + "initiative-mod:-u":"INITIATIVE MODIFIER:", + "glob-saving-mod:-u":"GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u":"GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u":"GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u":"PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u":"DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u":"MAGIC CASTER LEVEL:", + "halfling-luck-u":"HALFLING LUCK", + "arcane-fighter-u":"ARCANE FIGHTER", + "arcane-rogue-u":"ARCANE ROGUE", + "class-options-u":"CLASS OPTIONS ()", + "2nd-class:-u":"2ND CLASS:", + "lvl:-u":"LEVEL:", + "3rd-class:-u":"3RD CLASS:", + "4th-class:-u":"4TH CLASS:", + "mutliclass-opts-u":"MULTICLASS OPTIONS", + "use-cust-class-u":"USE CUSTOM CLASS", + "class-name:-u":"CLASS NAME:", + "spellcasting-ability:-u":"SPELLCASTING ABILITY:", + "spell-slots:-u":"SPELL SLOTS:", + "spell-full-u":"FULL (Cleric, Druid, Wizard)", + "spell-half-u":"HALF (Paladin, Ranger)", + "spell-third-u":"THIRD (Arcane Fighter/Rogue)", + "cust-class-opts":"CUSTOM CLASS OPTIONS", + "normal":"Normal", + "expirtise":"Expertise", + "skill-opts-u":"SKILL OPTIONS", + "version":"v", + "always-roll-adv":"Always Roll Advantage", + "toggle-roll-adv":"Advantage Toggle", + "query-roll-adv":"Query Advantage", + "never-roll-adv":"Never Roll Advantage", + "never-whisper-roll":"Never Whisper Rolls", + "query-whisper-roll":"Query Whisper", + "always-whisper-roll":"Always Whisper Rolls", + "never-roll-dmg":"Don't Auto Roll Damage", + "always-roll-dmg":"Auto Roll Damage & Crit", + "add-char-to-templates:-u":"ADD CHARACTER NAME TO TEMPLATES:", + "on":"On", + "off":"Off", + "inventory:-u":"INVENTORY:", + "compendium-compatible":"Compendium Compatible", + "simple":"Simple", + "encumberance:-u":"ENCUMBERANCE:", + "ammo-tracking:-u":"AMMO TRACKING:", + "general-opts-u":"GENERAL OPTIONS", + "transition-text":"Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight":"Please make a copy of your game before you use this tool.", + "choose-sheet-transfer":"CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u":"COMMUNITY SHEET", + "shaped-sheet-u":"SHAPED SHEET", + "transition-opts-u":"TRANSITION OPTIONS", + "portions-sheet-utilize":"Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title":"Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u":"(API REQUIRED)", + "spell_dc_mod:-u":"SPELL SAVE DC MOD:", + "custom_ac:-u":"CUSTOM AC:", + "npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing none player characters.", + "npc-pc":"NPC/PC", + "roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info":"By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumberance-info":"The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used." +} \ No newline at end of file diff --git a/5th Edition OGL by Roll20/translations/zu.json b/5th Edition OGL by Roll20/translations/zu.json index bb88573074..5ba590a73e 100644 --- a/5th Edition OGL by Roll20/translations/zu.json +++ b/5th Edition OGL by Roll20/translations/zu.json @@ -1,376 +1,426 @@ { - "npc-options-u":"crwdns5531:0crwdne5531:0", - "name-u":"crwdns5532:0crwdne5532:0", - "npc-type-u":"crwdns5533:0crwdne5533:0", - "npc-type-place":"crwdns5534:0crwdne5534:0", - "armor-class-u":"crwdns5535:0crwdne5535:0", - "type-u":"crwdns5536:0crwdne5536:0", - "npc-armor-place":"crwdns5537:0crwdne5537:0", - "hit-points-u":"crwdns5538:0crwdne5538:0", - "formula-u":"crwdns5539:0crwdne5539:0", - "speed-u":"crwdns5540:0crwdne5540:0", - "npc-speed-place":"crwdns5541:0crwdne5541:0", - "attributes-u":"crwdns5542:0crwdne5542:0", - "str-u":"crwdns5543:0crwdne5543:0", - "dex-u":"crwdns5544:0crwdne5544:0", - "con-u":"crwdns5545:0crwdne5545:0", - "int-u":"crwdns5546:0crwdne5546:0", - "wis-u":"crwdns5547:0crwdne5547:0", - "cha-u":"crwdns5548:0crwdne5548:0", - "saves-u":"crwdns5549:0crwdne5549:0", - "skills-u":"crwdns5550:0crwdne5550:0", - "acrobatics-u":"crwdns5551:0crwdne5551:0", - "animal-handling-u":"crwdns5552:0crwdne5552:0", - "arcana-u":"crwdns5553:0crwdne5553:0", - "athletics-u":"crwdns5554:0crwdne5554:0", - "deception-u":"crwdns5555:0crwdne5555:0", - "history-u":"crwdns5556:0crwdne5556:0", - "insight-u":"crwdns5557:0crwdne5557:0", - "intimidation-u":"crwdns5558:0crwdne5558:0", - "investigation-u":"crwdns5559:0crwdne5559:0", - "medicine-u":"crwdns5560:0crwdne5560:0", - "nature-u":"crwdns5561:0crwdne5561:0", - "perception-u":"crwdns5562:0crwdne5562:0", - "performance-u":"crwdns5563:0crwdne5563:0", - "persuasion-u":"crwdns5564:0crwdne5564:0", - "religion-u":"crwdns5565:0crwdne5565:0", - "sleight-of-hand-u":"crwdns5566:0crwdne5566:0", - "stealth-u":"crwdns5567:0crwdne5567:0", - "survival-u":"crwdns5568:0crwdne5568:0", - "damage-vuln-u":"crwdns5569:0crwdne5569:0", - "npc-dmg-vuln-place":"crwdns5570:0crwdne5570:0", - "damage-res-u":"crwdns5571:0crwdne5571:0", - "npc-dmg-res-place":"crwdns5572:0crwdne5572:0", - "damage-imm-u":"crwdns5573:0crwdne5573:0", - "npc-dmg-imm-place":"crwdns5574:0crwdne5574:0", - "cond-imm-u":"crwdns5575:0crwdne5575:0", - "npc-cond-imm-place":"crwdns5576:0crwdne5576:0", - "senses-u":"crwdns5577:0crwdne5577:0", - "npc-senses-place":"crwdns5578:0crwdne5578:0", - "langs-u":"crwdns5579:0crwdne5579:0", - "npc-langs-place":"crwdns5580:0crwdne5580:0", - "challenge-u":"crwdns5581:0crwdne5581:0", - "xp-u":"crwdns5582:0crwdne5582:0", - "spellcast-npc-u":"crwdns5583:0crwdne5583:0", - "spell-ability-u":"crwdns5584:0crwdne5584:0", - "none-u":"crwdns5585:0crwdne5585:0", - "strength-u":"crwdns5586:0crwdne5586:0", - "dexterity-u":"crwdns5587:0crwdne5587:0", - "constitution-u":"crwdns5588:0crwdne5588:0", - "intelligence-u":"crwdns5589:0crwdne5589:0", - "wisdom-u":"crwdns5590:0crwdne5590:0", - "charisma-u":"crwdns5591:0crwdne5591:0", - "spell-dc-u":"crwdns5592:0crwdne5592:0", - "spell-atk-bonus-u":"crwdns5593:0crwdne5593:0", - "has-reaction-u":"crwdns5594:0crwdne5594:0", - "leg-actions:-u":"crwdns5595:0crwdne5595:0", - "gen-opts-u":"crwdns5596:0crwdne5596:0", - "npc-u":"crwdns5597:0crwdne5597:0", - "roll-queries:-u":"crwdns5598:0crwdne5598:0", - "always-adv":"crwdns5599:0crwdne5599:0", - "adv-toggle":"crwdns5600:0crwdne5600:0", - "query-adv":"crwdns5601:0crwdne5601:0", - "never-adv":"crwdns5602:0crwdne5602:0", - "whisp-rolls-gm:-u":"crwdns5603:0crwdne5603:0", - "never-whisp":"crwdns5604:0crwdne5604:0", - "query-whisp":"crwdns5605:0crwdne5605:0", - "always-whisp":"crwdns5606:0crwdne5606:0", - "auto-dmg-roll:-u":"crwdns5607:0crwdne5607:0", - "never-dmg":"crwdns5608:0crwdne5608:0", - "always-dmg":"crwdns5609:0crwdne5609:0", - "ac":"crwdns5610:0crwdne5610:0", - "hp":"crwdns5611:0crwdne5611:0", - "speed":"crwdns5612:0crwdne5612:0", - "saving-throw":"crwdns5613:0crwdne5613:0", - "str+":"crwdns5614:0crwdne5614:0", - "dex+":"crwdns5615:0crwdne5615:0", - "con+":"crwdns5616:0crwdne5616:0", - "int+":"crwdns5617:0crwdne5617:0", - "wis+":"crwdns5618:0crwdne5618:0", - "cha+":"crwdns5619:0crwdne5619:0", - "skills":"crwdns5620:0crwdne5620:0", - "acrobatics+":"crwdns5621:0crwdne5621:0", - "animal-handling":"crwdns5622:0crwdne5622:0", - "arcana+":"crwdns5623:0crwdne5623:0", - "athletics+":"crwdns5624:0crwdne5624:0", - "deception+":"crwdns5625:0crwdne5625:0", - "history+":"crwdns5626:0crwdne5626:0", - "insight+":"crwdns5627:0crwdne5627:0", - "intimidation+":"crwdns5628:0crwdne5628:0", - "investigation+":"crwdns5629:0crwdne5629:0", - "medicine+":"crwdns5630:0crwdne5630:0", - "nature+":"crwdns5631:0crwdne5631:0", - "perception+":"crwdns5632:0crwdne5632:0", - "performance+":"crwdns5633:0crwdne5633:0", - "persuasion+":"crwdns5634:0crwdne5634:0", - "religion+":"crwdns5635:0crwdne5635:0", - "sleight-of-hand+":"crwdns5636:0crwdne5636:0", - "stealth+":"crwdns5637:0crwdne5637:0", - "survival+":"crwdns5638:0crwdne5638:0", - "dmg-vuln":"crwdns5639:0crwdne5639:0", - "dmg-res":"crwdns5640:0crwdne5640:0", - "dmg-imm":"crwdns5641:0crwdne5641:0", - "cond-imm":"crwdns5642:0crwdne5642:0", - "senses":"crwdns5643:0crwdne5643:0", - "langs":"crwdns5644:0crwdne5644:0", - "challenge":"crwdns5645:0crwdne5645:0", - "npc-trait-name-place":"crwdns5646:0crwdne5646:0", - "npc-trait-desc-place":"crwdns5647:0crwdne5647:0", - "actions":"crwdns5648:0crwdne5648:0", - "adv":"crwdns5649:0crwdne5649:0", - "norm":"crwdns5650:0crwdne5650:0", - "disadv":"crwdns5651:0crwdne5651:0", - "name:-u":"crwdns5652:0crwdne5652:0", - "attack-u":"crwdns5653:0crwdne5653:0", - "type:-u":"crwdns5654:0crwdne5654:0", - "melee":"crwdns5655:0crwdne5655:0", - "ranged":"crwdns5656:0crwdne5656:0", - "range-reach:-u":"crwdns5657:0crwdne5657:0", - "range-reach-place":"crwdns5658:0crwdne5658:0", - "to-hit:-u":"crwdns5659:0crwdne5659:0", - "target:-u":"crwdns5660:0crwdne5660:0", - "to-hit-place":"crwdns5661:0crwdne5661:0", - "on-hit:-u":"crwdns5662:0crwdne5662:0", - "on-hit-place":"crwdns5663:0crwdne5663:0", - "on-hit2:-u":"crwdns5664:0crwdne5664:0", - "on-hit-2-place":"crwdns5665:0crwdne5665:0", - "hit:":"crwdns5666:0crwdne5666:0", - "reactions":"crwdns5667:0crwdne5667:0", - "npc-repeating-name-place":"crwdns5668:0crwdne5668:0", - "npc-repeating-desc-place":"crwdns5669:0crwdne5669:0", - "spells":"crwdns5670:0crwdne5670:0", - "prep-u":"crwdns5671:0crwdne5671:0", - "school:-u":"crwdns5672:0crwdne5672:0", - "abjuration":"crwdns5673:0crwdne5673:0", - "conjuration":"crwdns5674:0crwdne5674:0", - "divination":"crwdns5675:0crwdne5675:0", - "enchantment":"crwdns5676:0crwdne5676:0", - "evocation":"crwdns5677:0crwdne5677:0", - "illusion":"crwdns5678:0crwdne5678:0", - "necromancy":"crwdns5679:0crwdne5679:0", - "transmutation":"crwdns5680:0crwdne5680:0", - "ritual":"crwdns5681:0crwdne5681:0", - "cast-time:-u":"crwdns5682:0crwdne5682:0", - "range:-u":"crwdns5683:0crwdne5683:0", - "components:-u":"crwdns5684:0crwdne5684:0", - "spell-component-verbal":"crwdns5685:0crwdne5685:0", - "spell-component-somatic":"crwdns5686:0crwdne5686:0", - "spell-component-material":"crwdns5687:0crwdne5687:0", - "ruby-dust-place":"crwdns5688:0crwdne5688:0", - "concentration-u":"crwdns5689:0crwdne5689:0", - "duration:-u":"crwdns5690:0crwdne5690:0", - "output:-u":"crwdns5691:0crwdne5691:0", - "spellcard-u":"crwdns5692:0crwdne5692:0", - "spell-atk:-u":"crwdns5693:0crwdne5693:0", - "none":"crwdns5694:0crwdne5694:0", - "dmg:-u":"crwdns5695:0crwdne5695:0", - "dmg2:-u":"crwdns5696:0crwdne5696:0", - "healing:-u":"crwdns5697:0crwdne5697:0", - "add-ability-mod-u":"crwdns5698:0crwdne5698:0", - "save-throw:-u":"crwdns5699:0crwdne5699:0", - "effect:-u":"crwdns5700:0crwdne5700:0", - "npc-atk-effect-place":"crwdns5701:0crwdne5701:0", - "higher-lvl-cast:-u":"crwdns5702:0crwdne5702:0", - "desc:-u":"crwdns5703:0crwdne5703:0", - "at-higher-lvl:-u":"crwdns5704:0crwdne5704:0", - "leg-actions":"crwdns5705:0crwdne5705:0", - "leg-actions-desc":"crwdns5706:0crwdne5706:0", - "atk-range-place":"crwdns5707:0crwdne5707:0", - "atk-target-place":"crwdns5708:0crwdne5708:0", - "atk-dmg-type-place":"crwdns5709:0crwdne5709:0", - "atk-dmg-type2-place":"crwdns5710:0crwdne5710:0", - "adv-u":"crwdns5711:0crwdne5711:0", - "norm-u":"crwdns5712:0crwdne5712:0", - "disadv-u":"crwdns5713:0crwdne5713:0", - "core-u":"crwdns5714:0crwdne5714:0", - "bio-u":"crwdns5715:0crwdne5715:0", - "spells-u":"crwdns5716:0crwdne5716:0", - "char-name-u":"crwdns5717:0crwdne5717:0", - "barbarian":"crwdns5718:0crwdne5718:0", - "bard":"crwdns5719:0crwdne5719:0", - "cleric":"crwdns5720:0crwdne5720:0", - "druid":"crwdns5721:0crwdne5721:0", - "fighter":"crwdns5722:0crwdne5722:0", - "monk":"crwdns5723:0crwdne5723:0", - "paladin":"crwdns5724:0crwdne5724:0", - "ranger":"crwdns5725:0crwdne5725:0", - "rogue":"crwdns5726:0crwdne5726:0", - "sorcerer":"crwdns5727:0crwdne5727:0", - "warlock":"crwdns5728:0crwdne5728:0", - "wizard":"crwdns5729:0crwdne5729:0", - "class-level-u":"crwdns5730:0crwdne5730:0", - "background-u":"crwdns5731:0crwdne5731:0", - "race-u":"crwdns5732:0crwdne5732:0", - "alignment-u":"crwdns5733:0crwdne5733:0", - "exp-pts-u":"crwdns5734:0crwdne5734:0", - "inspiration-u":"crwdns5735:0crwdne5735:0", - "prof-bonus-u":"crwdns5736:0crwdne5736:0", - "strength":"crwdns5737:0crwdne5737:0", - "dexterity":"crwdns5738:0crwdne5738:0", - "constitution":"crwdns5739:0crwdne5739:0", - "intelligence":"crwdns5740:0crwdne5740:0", - "wisdom":"crwdns5741:0crwdne5741:0", - "charisma":"crwdns5742:0crwdne5742:0", - "saving-throws-u":"crwdns5743:0crwdne5743:0", - "acrobatics-core":"crwdns5744:0crwdne5744:0", - "animal-handling-core":"crwdns5745:0crwdne5745:0", - "arcana-core":"crwdns5746:0crwdne5746:0", - "athletics-core":"crwdns5747:0crwdne5747:0", - "deception-core":"crwdns5748:0crwdne5748:0", - "history-core":"crwdns5749:0crwdne5749:0", - "insight-core":"crwdns5750:0crwdne5750:0", - "intimidation-core":"crwdns5751:0crwdne5751:0", - "investigation-core":"crwdns5752:0crwdne5752:0", - "medicine-core":"crwdns5753:0crwdne5753:0", - "nature-core":"crwdns5754:0crwdne5754:0", - "perception-core":"crwdns5755:0crwdne5755:0", - "performance-core":"crwdns5756:0crwdne5756:0", - "persuasion-core":"crwdns5757:0crwdne5757:0", - "religion-core":"crwdns5758:0crwdne5758:0", - "sleight-of-hand-core":"crwdns5759:0crwdne5759:0", - "stealth-core":"crwdns5760:0crwdne5760:0", - "survival-core":"crwdns5761:0crwdne5761:0", - "pass-wis-u":"crwdns5762:0crwdne5762:0", - "tool-u":"crwdns5763:0crwdne5763:0", - "pro-u":"crwdns5764:0crwdne5764:0", - "attr-u":"crwdns5765:0crwdne5765:0", - "prof-bonus:-u":"crwdns5766:0crwdne5766:0", - "prof-u":"crwdns5767:0crwdne5767:0", - "expertise-u":"crwdns5768:0crwdne5768:0", - "jack-of-all-u":"crwdns5769:0crwdne5769:0", - "attr:-u":"crwdns5770:0crwdne5770:0", - "tool-prof-u":"crwdns5771:0crwdne5771:0", - "other-prof-langs-u":"crwdns5772:0crwdne5772:0", - "init-u":"crwdns5773:0crwdne5773:0", - "hp-max-u":"crwdns5774:0crwdne5774:0", - "hp-current-u":"crwdns5775:0crwdne5775:0", - "hp-temp-u":"crwdns5776:0crwdne5776:0", - "total":"crwdns5777:0crwdne5777:0", - "hit-dice-u":"crwdns5778:0crwdne5778:0", - "successes-u":"crwdns5779:0crwdne5779:0", - "failures-u":"crwdns5780:0crwdne5780:0", - "death-saves-u":"crwdns5781:0crwdne5781:0", - "atk-u":"crwdns5782:0crwdne5782:0", - "dmg-type-u":"crwdns5783:0crwdne5783:0", - "attack:-u":"crwdns5784:0crwdne5784:0", - "proficient-u":"crwdns5785:0crwdne5785:0", - "range-place":"crwdns5786:0crwdne5786:0", - "magic-bonus:-u":"crwdns5787:0crwdne5787:0", - "crit-range-u":"crwdns5788:0crwdne5788:0", - "damage:-u":"crwdns5789:0crwdne5789:0", - "dmg-type-place":"crwdns5790:0crwdne5790:0", - "crit:-u":"crwdns5791:0crwdne5791:0", - "damage2:-u":"crwdns5792:0crwdne5792:0", - "saving-throw:-u":"crwdns5793:0crwdne5793:0", - "vs-dc:-u":"crwdns5794:0crwdne5794:0", - "spell-u":"crwdns5795:0crwdne5795:0", - "flat-u":"crwdns5796:0crwdne5796:0", - "save-effect:-u":"crwdns5797:0crwdne5797:0", - "save-effect-place":"crwdns5798:0crwdne5798:0", - "ammunition:-u":"crwdns5799:0crwdne5799:0", - "ammunition-place":"crwdns5800:0crwdne5800:0", - "description:-u":"crwdns5801:0crwdne5801:0", - "description-place":"crwdns5802:0crwdne5802:0", - "atk-spellcasting-u":"crwdns5803:0crwdne5803:0", - "copper-piece-u":"crwdns5804:0crwdne5804:0", - "silver-piece-u":"crwdns5805:0crwdne5805:0", - "electrum-piece-u":"crwdns5806:0crwdne5806:0", - "gold-piece-u":"crwdns5807:0crwdne5807:0", - "platinum-piece-u":"crwdns5808:0crwdne5808:0", - "warning-armor-sets-u":"crwdns5809:0crwdne5809:0", - "item-name-u":"crwdns5810:0crwdne5810:0", - "equipped-u":"crwdns5811:0crwdne5811:0", - "use-as-resource-u":"crwdns5812:0crwdne5812:0", - "prop:-u":"crwdns5813:0crwdne5813:0", - "mods:-u":"crwdns5814:0crwdne5814:0", - "total-weight-u":"crwdns5815:0crwdne5815:0", - "immobile-u":"crwdns5816:0crwdne5816:0", - "heavily-encumbered-u":"crwdns5817:0crwdne5817:0", - "encumbered-u":"crwdns5818:0crwdne5818:0", - "over-carrying-cap-u":"crwdns5819:0crwdne5819:0", - "equipment-u":"crwdns5820:0crwdne5820:0", - "personality-traits-u":"crwdns5821:0crwdne5821:0", - "ideals-u":"crwdns5822:0crwdne5822:0", - "bonds-u":"crwdns5823:0crwdne5823:0", - "flaws-u":"crwdns5824:0crwdne5824:0", - "class-resource-u":"crwdns5825:0crwdne5825:0", - "other-resource-u":"crwdns5826:0crwdne5826:0", - "feats-traits-u":"crwdns5827:0crwdne5827:0", - "age-u":"crwdns5828:0crwdne5828:0", - "size-u":"crwdns5829:0crwdne5829:0", - "height-u":"crwdns5830:0crwdne5830:0", - "weight-u":"crwdns5831:0crwdne5831:0", - "eye-u":"crwdns5832:0crwdne5832:0", - "skin-u":"crwdns5833:0crwdne5833:0", - "hair-u":"crwdns5834:0crwdne5834:0", - "char-appearance-u":"crwdns5835:0crwdne5835:0", - "char-backstory-u":"crwdns5836:0crwdne5836:0", - "allies-orgs-u":"crwdns5837:0crwdne5837:0", - "add-feats-traits-u":"crwdns5838:0crwdne5838:0", - "treasure-u":"crwdns5839:0crwdne5839:0", - "spell-save-dc-u":"crwdns5840:0crwdne5840:0", - "cantrips-u":"crwdns5841:0crwdne5841:0", - "ritual-u":"crwdns5842:0crwdne5842:0", - "casting-time:-u":"crwdns5843:0crwdne5843:0", - "at-higher-lvl-dmg:-u":"crwdns5844:0crwdne5844:0", - "castingtime:-u":"crwdns5845:0crwdne5845:0", - "half-dmg-place":"crwdns5846:0crwdne5846:0", - "hit-die:-u":"crwdns5847:0crwdne5847:0", - "initiative-mod:-u":"crwdns5848:0crwdne5848:0", - "glob-saving-mod:-u":"crwdns5849:0crwdne5849:0", - "glob-ac-mod:-u":"crwdns5850:0crwdne5850:0", - "glob-atk-mod:-u":"crwdns5851:0crwdne5851:0", - "pass-perc-mod:-u":"crwdns5852:0crwdne5852:0", - "death-save-mod:-u":"crwdns5853:0crwdne5853:0", - "magic-caster-lvl:-u":"crwdns5854:0crwdne5854:0", - "halfling-luck-u":"crwdns5855:0crwdne5855:0", - "arcane-fighter-u":"crwdns5856:0crwdne5856:0", - "arcane-rogue-u":"crwdns5857:0crwdne5857:0", - "class-options-u":"crwdns7762:0{class}crwdne7762:0", - "2nd-class:-u":"crwdns5859:0crwdne5859:0", - "lvl:-u":"crwdns5860:0crwdne5860:0", - "3rd-class:-u":"crwdns5861:0crwdne5861:0", - "4th-class:-u":"crwdns5862:0crwdne5862:0", - "mutliclass-opts-u":"crwdns5863:0crwdne5863:0", - "use-cust-class-u":"crwdns5864:0crwdne5864:0", - "class-name:-u":"crwdns5865:0crwdne5865:0", - "spellcasting-ability:-u":"crwdns5866:0crwdne5866:0", - "spell-slots:-u":"crwdns5867:0crwdne5867:0", - "spell-full-u":"crwdns5868:0crwdne5868:0", - "spell-half-u":"crwdns5869:0crwdne5869:0", - "spell-third-u":"crwdns5870:0crwdne5870:0", - "cust-class-opts":"crwdns5871:0crwdne5871:0", - "normal":"crwdns5872:0crwdne5872:0", - "expirtise":"crwdns5873:0crwdne5873:0", - "skill-opts-u":"crwdns5874:0crwdne5874:0", - "version":"crwdns5875:0crwdne5875:0", - "always-roll-adv":"crwdns5876:0crwdne5876:0", - "toggle-roll-adv":"crwdns5877:0crwdne5877:0", - "query-roll-adv":"crwdns5878:0crwdne5878:0", - "never-roll-adv":"crwdns5879:0crwdne5879:0", - "never-whisper-roll":"crwdns5880:0crwdne5880:0", - "query-whisper-roll":"crwdns5881:0crwdne5881:0", - "always-whisper-roll":"crwdns5882:0crwdne5882:0", - "never-roll-dmg":"crwdns5883:0crwdne5883:0", - "always-roll-dmg":"crwdns5884:0crwdne5884:0", - "add-char-to-templates:-u":"crwdns5885:0crwdne5885:0", - "on":"crwdns5886:0crwdne5886:0", - "off":"crwdns5887:0crwdne5887:0", - "inventory:-u":"crwdns5888:0crwdne5888:0", - "compendium-compatible":"crwdns5889:0crwdne5889:0", - "simple":"crwdns5890:0crwdne5890:0", - "encumberance:-u":"crwdns5891:0crwdne5891:0", - "ammo-tracking:-u":"crwdns5892:0crwdne5892:0", - "general-opts-u":"crwdns5893:0crwdne5893:0", - "transition-text":"crwdns5894:0crwdne5894:0", - "transition-text-highlight":"crwdns5895:0crwdne5895:0", - "choose-sheet-transfer":"crwdns5896:0crwdne5896:0", - "community-sheet-u":"crwdns5897:0crwdne5897:0", - "shaped-sheet-u":"crwdns5898:0crwdne5898:0", - "transition-opts-u":"crwdns5899:0crwdne5899:0", - "portions-sheet-utilize":"crwdns5900:0crwdne5900:0", - "api-required-title":"crwdns6822:0crwdne6822:0", - "api-required-u":"crwdns6823:0crwdne6823:0", - "spell_dc_mod:-u":"crwdns8208:0crwdne8208:0", - "custom_ac:-u":"crwdns8209:0crwdne8209:0" + "npc-options-u":"crwdns25537:0crwdne25537:0", + "name-u":"crwdns25538:0crwdne25538:0", + "npc-type-u":"crwdns25539:0crwdne25539:0", + "npc-type-place":"crwdns25540:0crwdne25540:0", + "armor-class-u":"crwdns25541:0crwdne25541:0", + "type-u":"crwdns25542:0crwdne25542:0", + "npc-armor-place":"crwdns25543:0crwdne25543:0", + "hit-points-u":"crwdns25544:0crwdne25544:0", + "formula-u":"crwdns25545:0crwdne25545:0", + "speed-u":"crwdns25546:0crwdne25546:0", + "npc-speed-place":"crwdns25547:0crwdne25547:0", + "attributes-u":"crwdns25548:0crwdne25548:0", + "str-u":"crwdns25549:0crwdne25549:0", + "dex-u":"crwdns25550:0crwdne25550:0", + "con-u":"crwdns25551:0crwdne25551:0", + "int-u":"crwdns25552:0crwdne25552:0", + "wis-u":"crwdns25553:0crwdne25553:0", + "cha-u":"crwdns25554:0crwdne25554:0", + "saves-u":"crwdns25555:0crwdne25555:0", + "skills-u":"crwdns25556:0crwdne25556:0", + "acrobatics-u":"crwdns25557:0crwdne25557:0", + "animal-handling-u":"crwdns25558:0crwdne25558:0", + "arcana-u":"crwdns25559:0crwdne25559:0", + "athletics-u":"crwdns25560:0crwdne25560:0", + "deception-u":"crwdns25561:0crwdne25561:0", + "history-u":"crwdns25562:0crwdne25562:0", + "insight-u":"crwdns25563:0crwdne25563:0", + "intimidation-u":"crwdns25564:0crwdne25564:0", + "investigation-u":"crwdns25565:0crwdne25565:0", + "medicine-u":"crwdns25566:0crwdne25566:0", + "nature-u":"crwdns25567:0crwdne25567:0", + "perception-u":"crwdns25568:0crwdne25568:0", + "performance-u":"crwdns25569:0crwdne25569:0", + "persuasion-u":"crwdns25570:0crwdne25570:0", + "religion-u":"crwdns25571:0crwdne25571:0", + "sleight-of-hand-u":"crwdns25572:0crwdne25572:0", + "stealth-u":"crwdns25573:0crwdne25573:0", + "survival-u":"crwdns25574:0crwdne25574:0", + "damage-vuln-u":"crwdns25575:0crwdne25575:0", + "npc-dmg-vuln-place":"crwdns25576:0crwdne25576:0", + "damage-res-u":"crwdns25577:0crwdne25577:0", + "npc-dmg-res-place":"crwdns25578:0crwdne25578:0", + "damage-imm-u":"crwdns25579:0crwdne25579:0", + "npc-dmg-imm-place":"crwdns25580:0crwdne25580:0", + "cond-imm-u":"crwdns25581:0crwdne25581:0", + "npc-cond-imm-place":"crwdns25582:0crwdne25582:0", + "senses-u":"crwdns25583:0crwdne25583:0", + "npc-senses-place":"crwdns25584:0crwdne25584:0", + "langs-u":"crwdns25585:0crwdne25585:0", + "npc-langs-place":"crwdns25586:0crwdne25586:0", + "challenge-u":"crwdns25587:0crwdne25587:0", + "xp-u":"crwdns25588:0crwdne25588:0", + "spellcast-npc-u":"crwdns25589:0crwdne25589:0", + "spell-ability-u":"crwdns25590:0crwdne25590:0", + "none-u":"crwdns25591:0crwdne25591:0", + "strength-u":"crwdns25592:0crwdne25592:0", + "strength-save-u":"crwdns40492:0crwdne40492:0", + "dexterity-u":"crwdns25593:0crwdne25593:0", + "dexterity-save-u":"crwdns40493:0crwdne40493:0", + "constitution-u":"crwdns25594:0crwdne25594:0", + "constitution-save-u":"crwdns40494:0crwdne40494:0", + "intelligence-u":"crwdns25595:0crwdne25595:0", + "intelligence-save-u":"crwdns40495:0crwdne40495:0", + "wisdom-u":"crwdns25596:0crwdne25596:0", + "wisdom-save-u":"crwdns40496:0crwdne40496:0", + "charisma-u":"crwdns25597:0crwdne25597:0", + "charisma-save-u":"crwdns40497:0crwdne40497:0", + "spell-dc-u":"crwdns25598:0crwdne25598:0", + "spell-atk-bonus-u":"crwdns25599:0crwdne25599:0", + "has-reaction-u":"crwdns25600:0crwdne25600:0", + "leg-actions:-u":"crwdns25601:0crwdne25601:0", + "gen-opts-u":"crwdns25602:0crwdne25602:0", + "npc-u":"crwdns25603:0crwdne25603:0", + "roll-queries:-u":"crwdns25604:0crwdne25604:0", + "always-adv":"crwdns25605:0crwdne25605:0", + "adv-toggle":"crwdns25606:0crwdne25606:0", + "query-adv":"crwdns25607:0crwdne25607:0", + "never-adv":"crwdns25608:0crwdne25608:0", + "whisp-rolls-gm:-u":"crwdns25609:0crwdne25609:0", + "never-whisp":"crwdns25610:0crwdne25610:0", + "query-whisp":"crwdns25611:0crwdne25611:0", + "always-whisp":"crwdns25612:0crwdne25612:0", + "auto-dmg-roll:-u":"crwdns25613:0crwdne25613:0", + "never-dmg":"crwdns25614:0crwdne25614:0", + "always-dmg":"crwdns25615:0crwdne25615:0", + "ac":"crwdns25616:0crwdne25616:0", + "hp":"crwdns25617:0crwdne25617:0", + "speed":"crwdns25618:0crwdne25618:0", + "saving-throw":"crwdns25619:0crwdne25619:0", + "str+":"crwdns25620:0crwdne25620:0", + "dex+":"crwdns25621:0crwdne25621:0", + "con+":"crwdns25622:0crwdne25622:0", + "int+":"crwdns25623:0crwdne25623:0", + "wis+":"crwdns25624:0crwdne25624:0", + "cha+":"crwdns25625:0crwdne25625:0", + "skills":"crwdns25626:0crwdne25626:0", + "acrobatics+":"crwdns25627:0crwdne25627:0", + "animal-handling+":"crwdns40515:0crwdne40515:0", + "arcana+":"crwdns25629:0crwdne25629:0", + "athletics+":"crwdns25630:0crwdne25630:0", + "deception+":"crwdns25631:0crwdne25631:0", + "history+":"crwdns25632:0crwdne25632:0", + "insight+":"crwdns25633:0crwdne25633:0", + "intimidation+":"crwdns25634:0crwdne25634:0", + "investigation+":"crwdns25635:0crwdne25635:0", + "medicine+":"crwdns25636:0crwdne25636:0", + "nature+":"crwdns25637:0crwdne25637:0", + "perception+":"crwdns25638:0crwdne25638:0", + "performance+":"crwdns25639:0crwdne25639:0", + "persuasion+":"crwdns25640:0crwdne25640:0", + "religion+":"crwdns25641:0crwdne25641:0", + "sleight-of-hand+":"crwdns25642:0crwdne25642:0", + "stealth+":"crwdns25643:0crwdne25643:0", + "survival+":"crwdns25644:0crwdne25644:0", + "acrobatics":"crwdns40516:0crwdne40516:0", + "animal-handling":"crwdns40517:0crwdne40517:0", + "arcana":"crwdns40518:0crwdne40518:0", + "athletics":"crwdns40519:0crwdne40519:0", + "deception":"crwdns40520:0crwdne40520:0", + "history":"crwdns40521:0crwdne40521:0", + "insight":"crwdns40522:0crwdne40522:0", + "intimidation":"crwdns40523:0crwdne40523:0", + "investigation":"crwdns40524:0crwdne40524:0", + "medicine":"crwdns40525:0crwdne40525:0", + "nature":"crwdns40526:0crwdne40526:0", + "perception":"crwdns40527:0crwdne40527:0", + "performance":"crwdns40528:0crwdne40528:0", + "persuasion":"crwdns40529:0crwdne40529:0", + "religion":"crwdns40530:0crwdne40530:0", + "sleight-of-hand":"crwdns40531:0crwdne40531:0", + "stealth":"crwdns40532:0crwdne40532:0", + "survival":"crwdns40533:0crwdne40533:0", + "dmg-vuln":"crwdns25645:0crwdne25645:0", + "dmg-res":"crwdns25646:0crwdne25646:0", + "dmg-imm":"crwdns25647:0crwdne25647:0", + "cond-imm":"crwdns25648:0crwdne25648:0", + "senses":"crwdns25649:0crwdne25649:0", + "langs":"crwdns25650:0crwdne25650:0", + "challenge":"crwdns25651:0crwdne25651:0", + "npc-trait-name-place":"crwdns25652:0crwdne25652:0", + "npc-trait-desc-place":"crwdns25653:0crwdne25653:0", + "actions":"crwdns25654:0crwdne25654:0", + "adv":"crwdns25655:0crwdne25655:0", + "norm":"crwdns25656:0crwdne25656:0", + "disadv":"crwdns25657:0crwdne25657:0", + "name:-u":"crwdns25658:0crwdne25658:0", + "attack-u":"crwdns25659:0crwdne25659:0", + "type:-u":"crwdns25660:0crwdne25660:0", + "melee":"crwdns25661:0crwdne25661:0", + "ranged":"crwdns25662:0crwdne25662:0", + "range-reach:-u":"crwdns25663:0crwdne25663:0", + "range-reach-place":"crwdns25664:0crwdne25664:0", + "to-hit:-u":"crwdns25665:0crwdne25665:0", + "target:-u":"crwdns25666:0crwdne25666:0", + "target:":"crwdns40537:0crwdne40537:0", + "to-hit-place":"crwdns25667:0crwdne25667:0", + "on-hit:-u":"crwdns25668:0crwdne25668:0", + "on-hit-place":"crwdns25669:0crwdne25669:0", + "on-hit2:-u":"crwdns25670:0crwdne25670:0", + "on-hit-2-place":"crwdns25671:0crwdne25671:0", + "hit:":"crwdns25672:0crwdne25672:0", + "reactions":"crwdns25673:0crwdne25673:0", + "npc-repeating-name-place":"crwdns25674:0crwdne25674:0", + "npc-repeating-desc-place":"crwdns25675:0crwdne25675:0", + "spells":"crwdns25676:0crwdne25676:0", + "prep-u":"crwdns25677:0crwdne25677:0", + "school:-u":"crwdns25678:0crwdne25678:0", + "abjuration":"crwdns25679:0crwdne25679:0", + "conjuration":"crwdns25680:0crwdne25680:0", + "divination":"crwdns25681:0crwdne25681:0", + "enchantment":"crwdns25682:0crwdne25682:0", + "evocation":"crwdns25683:0crwdne25683:0", + "illusion":"crwdns25684:0crwdne25684:0", + "necromancy":"crwdns25685:0crwdne25685:0", + "transmutation":"crwdns25686:0crwdne25686:0", + "ritual":"crwdns40538:0crwdne40538:0", + "ritual-l":"crwdns40539:0crwdne40539:0", + "range:-u":"crwdns25689:0crwdne25689:0", + "range:":"crwdns40540:0crwdne40540:0", + "components:-u":"crwdns25690:0crwdne25690:0", + "components:":"crwdns40541:0crwdne40541:0", + "spell-component-verbal":"crwdns25691:0crwdne25691:0", + "spell-component-somatic":"crwdns25692:0crwdne25692:0", + "spell-component-material":"crwdns25693:0crwdne25693:0", + "ruby-dust-place":"crwdns25694:0crwdne25694:0", + "concentration-u":"crwdns25695:0crwdne25695:0", + "concentration":"crwdns40542:0crwdne40542:0", + "duration:-u":"crwdns25696:0crwdne25696:0", + "duration:":"crwdns40543:0crwdne40543:0", + "difficulty-class-abv":"crwdns40544:0crwdne40544:0", + "output:-u":"crwdns25697:0crwdne25697:0", + "spellcard-u":"crwdns25698:0crwdne25698:0", + "spell-atk:-u":"crwdns25699:0crwdne25699:0", + "none":"crwdns25700:0crwdne25700:0", + "dmg:-u":"crwdns25701:0crwdne25701:0", + "dmg2:-u":"crwdns25702:0crwdne25702:0", + "healing:-u":"crwdns25703:0crwdne25703:0", + "add-ability-mod-u":"crwdns25704:0crwdne25704:0", + "effect:-u":"crwdns25706:0crwdne25706:0", + "npc-atk-effect-place":"crwdns25707:0crwdne25707:0", + "desc:-u":"crwdns25709:0crwdne25709:0", + "at-higher-lvl:-u":"crwdns25710:0crwdne25710:0", + "at-higher-lvl":"crwdns40545:0crwdne40545:0", + "higher-lvl-cast":"crwdns40546:0crwdne40546:0", + "leg-actions":"crwdns25711:0crwdne25711:0", + "leg-actions-desc":"crwdns25712:0crwdne25712:0", + "atk-range-place":"crwdns25713:0crwdne25713:0", + "atk-target-place":"crwdns25714:0crwdne25714:0", + "atk-dmg-type-place":"crwdns25715:0crwdne25715:0", + "atk-dmg-type2-place":"crwdns25716:0crwdne25716:0", + "adv-u":"crwdns25717:0crwdne25717:0", + "norm-u":"crwdns25718:0crwdne25718:0", + "disadv-u":"crwdns25719:0crwdne25719:0", + "core-u":"crwdns25720:0crwdne25720:0", + "bio-u":"crwdns25721:0crwdne25721:0", + "spells-u":"crwdns25722:0crwdne25722:0", + "char-name-u":"crwdns25723:0crwdne25723:0", + "barbarian":"crwdns25724:0crwdne25724:0", + "bard":"crwdns25725:0crwdne25725:0", + "cleric":"crwdns25726:0crwdne25726:0", + "druid":"crwdns25727:0crwdne25727:0", + "fighter":"crwdns25728:0crwdne25728:0", + "monk":"crwdns25729:0crwdne25729:0", + "paladin":"crwdns25730:0crwdne25730:0", + "ranger":"crwdns25731:0crwdne25731:0", + "rogue":"crwdns25732:0crwdne25732:0", + "sorcerer":"crwdns25733:0crwdne25733:0", + "warlock":"crwdns25734:0crwdne25734:0", + "wizard":"crwdns25735:0crwdne25735:0", + "class-level-u":"crwdns25736:0crwdne25736:0", + "background-u":"crwdns25737:0crwdne25737:0", + "race-u":"crwdns25738:0crwdne25738:0", + "alignment-u":"crwdns25739:0crwdne25739:0", + "exp-pts-u":"crwdns25740:0crwdne25740:0", + "inspiration-u":"crwdns25741:0crwdne25741:0", + "prof-bonus-u":"crwdns25742:0crwdne25742:0", + "strength":"crwdns25743:0crwdne25743:0", + "strength-save":"crwdns40498:0crwdne40498:0", + "dexterity":"crwdns25744:0crwdne25744:0", + "dexterity-save":"crwdns40499:0crwdne40499:0", + "constitution":"crwdns25745:0crwdne25745:0", + "constitution-save":"crwdns40500:0crwdne40500:0", + "intelligence":"crwdns25746:0crwdne25746:0", + "intelligence-save":"crwdns40501:0crwdne40501:0", + "wisdom":"crwdns25747:0crwdne25747:0", + "wisdom-save":"crwdns40502:0crwdne40502:0", + "charisma":"crwdns25748:0crwdne25748:0", + "charisma-save":"crwdns40503:0crwdne40503:0", + "saving-throws-u":"crwdns25749:0crwdne25749:0", + "acrobatics-core":"crwdns25750:0crwdne25750:0", + "animal-handling-core":"crwdns25751:0crwdne25751:0", + "arcana-core":"crwdns25752:0crwdne25752:0", + "athletics-core":"crwdns25753:0crwdne25753:0", + "deception-core":"crwdns25754:0crwdne25754:0", + "history-core":"crwdns25755:0crwdne25755:0", + "insight-core":"crwdns25756:0crwdne25756:0", + "intimidation-core":"crwdns25757:0crwdne25757:0", + "investigation-core":"crwdns25758:0crwdne25758:0", + "medicine-core":"crwdns25759:0crwdne25759:0", + "nature-core":"crwdns25760:0crwdne25760:0", + "perception-core":"crwdns25761:0crwdne25761:0", + "performance-core":"crwdns25762:0crwdne25762:0", + "persuasion-core":"crwdns25763:0crwdne25763:0", + "religion-core":"crwdns25764:0crwdne25764:0", + "sleight-of-hand-core":"crwdns25765:0crwdne25765:0", + "stealth-core":"crwdns25766:0crwdne25766:0", + "survival-core":"crwdns25767:0crwdne25767:0", + "pass-wis-u":"crwdns25768:0crwdne25768:0", + "tool-u":"crwdns25769:0crwdne25769:0", + "pro-u":"crwdns25770:0crwdne25770:0", + "attr-u":"crwdns25771:0crwdne25771:0", + "prof-bonus:-u":"crwdns25772:0crwdne25772:0", + "prof-u":"crwdns25773:0crwdne25773:0", + "expertise-u":"crwdns25774:0crwdne25774:0", + "jack-of-all-u":"crwdns25775:0crwdne25775:0", + "attr:-u":"crwdns25776:0crwdne25776:0", + "tool-prof-u":"crwdns25777:0crwdne25777:0", + "other-prof-langs-u":"crwdns25778:0crwdne25778:0", + "init":"crwdns40504:0crwdne40504:0", + "init-u":"crwdns25779:0crwdne25779:0", + "hp-max-u":"crwdns25780:0crwdne25780:0", + "hp-current-u":"crwdns25781:0crwdne25781:0", + "hp-temp-u":"crwdns25782:0crwdne25782:0", + "total":"crwdns25783:0crwdne25783:0", + "hit-dice-u":"crwdns25784:0crwdne25784:0", + "successes-u":"crwdns25785:0crwdne25785:0", + "failures-u":"crwdns25786:0crwdne25786:0", + "death-save-u":"crwdns40505:0crwdne40505:0", + "death-saves-u":"crwdns25787:0crwdne25787:0", + "atk-u":"crwdns25788:0crwdne25788:0", + "dmg-type-u":"crwdns25789:0crwdne25789:0", + "attack:-u":"crwdns25790:0crwdne25790:0", + "proficient-u":"crwdns25791:0crwdne25791:0", + "range-place":"crwdns25792:0crwdne25792:0", + "magic-bonus:-u":"crwdns25793:0crwdne25793:0", + "crit-range-u":"crwdns25794:0crwdne25794:0", + "damage:-u":"crwdns25795:0crwdne25795:0", + "dmg-type-place":"crwdns25796:0crwdne25796:0", + "crit:-u":"crwdns25797:0crwdne25797:0", + "damage2:-u":"crwdns25798:0crwdne25798:0", + "saving-throw:-u":"crwdns25799:0crwdne25799:0", + "vs-dc:-u":"crwdns25800:0crwdne25800:0", + "spell-u":"crwdns25801:0crwdne25801:0", + "flat-u":"crwdns25802:0crwdne25802:0", + "save":"crwdns40547:0crwdne40547:0", + "save-effect:-u":"crwdns25803:0crwdne25803:0", + "save-effect-place":"crwdns25804:0crwdne25804:0", + "ammunition:-u":"crwdns25805:0crwdne25805:0", + "ammunition-place":"crwdns25806:0crwdne25806:0", + "description:-u":"crwdns25807:0crwdne25807:0", + "description-place":"crwdns25808:0crwdne25808:0", + "atk-spellcasting-u":"crwdns25809:0crwdne25809:0", + "copper-piece-u":"crwdns25810:0crwdne25810:0", + "silver-piece-u":"crwdns25811:0crwdne25811:0", + "electrum-piece-u":"crwdns25812:0crwdne25812:0", + "gold-piece-u":"crwdns25813:0crwdne25813:0", + "platinum-piece-u":"crwdns25814:0crwdne25814:0", + "warning-armor-sets-u":"crwdns25815:0crwdne25815:0", + "item-name-u":"crwdns25816:0crwdne25816:0", + "equipped-u":"crwdns25817:0crwdne25817:0", + "use-as-resource-u":"crwdns25818:0crwdne25818:0", + "prop:-u":"crwdns25819:0crwdne25819:0", + "mods:-u":"crwdns25820:0crwdne25820:0", + "total-weight-u":"crwdns25821:0crwdne25821:0", + "immobile-u":"crwdns25822:0crwdne25822:0", + "heavily-encumbered-u":"crwdns25823:0crwdne25823:0", + "encumbered-u":"crwdns25824:0crwdne25824:0", + "over-carrying-cap-u":"crwdns25825:0crwdne25825:0", + "equipment-u":"crwdns25826:0crwdne25826:0", + "personality-traits-u":"crwdns25827:0crwdne25827:0", + "ideals-u":"crwdns25828:0crwdne25828:0", + "bonds-u":"crwdns25829:0crwdne25829:0", + "flaws-u":"crwdns25830:0crwdne25830:0", + "class-resource-u":"crwdns25831:0crwdne25831:0", + "other-resource-u":"crwdns25832:0crwdne25832:0", + "feats-traits-u":"crwdns25833:0crwdne25833:0", + "age-u":"crwdns25834:0crwdne25834:0", + "size-u":"crwdns25835:0crwdne25835:0", + "height-u":"crwdns25836:0crwdne25836:0", + "weight-u":"crwdns25837:0crwdne25837:0", + "eye-u":"crwdns25838:0crwdne25838:0", + "skin-u":"crwdns25839:0crwdne25839:0", + "hair-u":"crwdns25840:0crwdne25840:0", + "char-appearance-u":"crwdns25841:0crwdne25841:0", + "char-backstory-u":"crwdns25842:0crwdne25842:0", + "allies-orgs-u":"crwdns25843:0crwdne25843:0", + "add-feats-traits-u":"crwdns25844:0crwdne25844:0", + "treasure-u":"crwdns25845:0crwdne25845:0", + "spell-save-dc-u":"crwdns25846:0crwdne25846:0", + "cantrips-u":"crwdns25847:0crwdne25847:0", + "ritual-u":"crwdns25848:0crwdne25848:0", + "casting-time:-u":"crwdns25849:0crwdne25849:0", + "casting-time:":"crwdns40548:0crwdne40548:0", + "at-higher-lvl-dmg:-u":"crwdns25850:0crwdne25850:0", + "half-dmg-place":"crwdns25852:0crwdne25852:0", + "hit-die:-u":"crwdns25853:0crwdne25853:0", + "initiative-mod:-u":"crwdns25854:0crwdne25854:0", + "glob-saving-mod:-u":"crwdns25855:0crwdne25855:0", + "glob-ac-mod:-u":"crwdns25856:0crwdne25856:0", + "glob-atk-mod:-u":"crwdns25857:0crwdne25857:0", + "pass-perc-mod:-u":"crwdns25858:0crwdne25858:0", + "death-save-mod:-u":"crwdns25859:0crwdne25859:0", + "magic-caster-lvl:-u":"crwdns25860:0crwdne25860:0", + "halfling-luck-u":"crwdns25861:0crwdne25861:0", + "arcane-fighter-u":"crwdns25862:0crwdne25862:0", + "arcane-rogue-u":"crwdns25863:0crwdne25863:0", + "class-options-u":"crwdns25864:0{class}crwdne25864:0", + "2nd-class:-u":"crwdns25865:0crwdne25865:0", + "lvl:-u":"crwdns25866:0crwdne25866:0", + "3rd-class:-u":"crwdns25867:0crwdne25867:0", + "4th-class:-u":"crwdns25868:0crwdne25868:0", + "mutliclass-opts-u":"crwdns25869:0crwdne25869:0", + "use-cust-class-u":"crwdns25870:0crwdne25870:0", + "class-name:-u":"crwdns25871:0crwdne25871:0", + "spellcasting-ability:-u":"crwdns25872:0crwdne25872:0", + "spell-slots:-u":"crwdns25873:0crwdne25873:0", + "spell-full-u":"crwdns25874:0crwdne25874:0", + "spell-half-u":"crwdns25875:0crwdne25875:0", + "spell-third-u":"crwdns25876:0crwdne25876:0", + "cust-class-opts":"crwdns25877:0crwdne25877:0", + "normal":"crwdns25878:0crwdne25878:0", + "expirtise":"crwdns25879:0crwdne25879:0", + "skill-opts-u":"crwdns25880:0crwdne25880:0", + "version":"crwdns25881:0crwdne25881:0", + "always-roll-adv":"crwdns25882:0crwdne25882:0", + "toggle-roll-adv":"crwdns25883:0crwdne25883:0", + "query-roll-adv":"crwdns25884:0crwdne25884:0", + "never-roll-adv":"crwdns25885:0crwdne25885:0", + "never-whisper-roll":"crwdns25886:0crwdne25886:0", + "query-whisper-roll":"crwdns25887:0crwdne25887:0", + "always-whisper-roll":"crwdns25888:0crwdne25888:0", + "never-roll-dmg":"crwdns25889:0crwdne25889:0", + "always-roll-dmg":"crwdns25890:0crwdne25890:0", + "add-char-to-templates:-u":"crwdns25891:0crwdne25891:0", + "on":"crwdns25892:0crwdne25892:0", + "off":"crwdns25893:0crwdne25893:0", + "inventory:-u":"crwdns25894:0crwdne25894:0", + "compendium-compatible":"crwdns25895:0crwdne25895:0", + "simple":"crwdns25896:0crwdne25896:0", + "encumberance:-u":"crwdns25897:0crwdne25897:0", + "ammo-tracking:-u":"crwdns25898:0crwdne25898:0", + "general-opts-u":"crwdns25899:0crwdne25899:0", + "transition-text":"crwdns25900:0crwdne25900:0", + "transition-text-highlight":"crwdns25901:0crwdne25901:0", + "choose-sheet-transfer":"crwdns25902:0crwdne25902:0", + "community-sheet-u":"crwdns25903:0crwdne25903:0", + "shaped-sheet-u":"crwdns25904:0crwdne25904:0", + "transition-opts-u":"crwdns25905:0crwdne25905:0", + "portions-sheet-utilize":"crwdns25906:0crwdne25906:0", + "api-required-title":"crwdns25907:0crwdne25907:0", + "api-required-u":"crwdns25908:0crwdne25908:0", + "spell_dc_mod:-u":"crwdns25909:0crwdne25909:0", + "custom_ac:-u":"crwdns25910:0crwdne25910:0", + "npc-info":"crwdns37461:0crwdne37461:0", + "npc-pc":"crwdns37533:0crwdne37533:0", + "roll-queries-info":"crwdns37462:0crwdne37462:0", + "whisp-rolls-gm-info":"crwdns37078:0crwdne37078:0", + "auto-dmg-roll-info":"crwdns37463:0crwdne37463:0", + "add-char-to-templates-info":"crwdns37080:0crwdne37080:0", + "inventory-info":"crwdns37464:0crwdne37464:0", + "encumberance-info":"crwdns37465:0crwdne37465:0", + "ammo-tracking-info":"crwdns37083:0crwdne37083:0", + "dungeons-and-dragons-styling":"crwdns37084:0crwdne37084:0", + "dungeons-and-dragons-styling-info":"crwdns37466:0crwdne37466:0" } \ No newline at end of file diff --git a/AD&D 2E Revised/2EPreview.png b/AD&D 2E Revised/2EPreview.png index bec553db1d..7fbc345a64 100644 Binary files a/AD&D 2E Revised/2EPreview.png and b/AD&D 2E Revised/2EPreview.png differ diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html index 02b52b1b05..7e4eed3d79 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/AD&D 2E Revised/2ESheet.html @@ -1,330 +1,248 @@ + +
- -
- +
- -

Character Sheet | Monster Sheet  

+Character Sheet  + Monster Sheet

-
+
-

All Character Info

Hide

+ Info  + Attributes  + Weapons  + Rogue  + Turning  + Proficiencies

+ Spells  + Psionics  + Equipment  + Currency  + Followers  + Journal

+ +

All Character Info



+ + Details  + Tracker  + Domain + +

-

Character Info

- - - - - - - - - - - - - - - -

-
Roll20 Name:
Player Name:
Character Name:
Title:
Class:
- - - - -
Level:
||||
Kit:
Race:
Gender:
Alignment:
- -
Homeland:
Vision:
Secondary Skill:
Deity:
- - - - - - - - - -
Height:Weight:Age:Max Age:Handedness:
-


+

Player and Character


+ + + + + + + +
+
Roll20 Name:
Player Name:
Character Name:
Title:
Class:
Level:
||||
Kit:
Alignment:
+

Character Details


+ + + + + + + + + +
+
Race:
Gender:
Hair Color:
Eye Color:
Complexion:
Features:
Homeland:
Deity:
Vision:
Secondary Skill:
+ + + + + + + + + +
Height:Weight:Age:Max Age: Handedness:
+
+

Racial Notes:



+

Class Notes:



+
+
+

Experience

+
+ + + + + + + + + + + + + + + +

Class:


To Next:


Current Exp:


Gained Exp:


New Exp Total:


Prime Req Exp Total:


Prime Requisite Bonus:


%

+
+
+

Experience

+
+ + + + + + + + + + + + + + + +

Class:


To Next:


Current Exp:


Gained Exp:


New Exp Total:


Prime Req Exp Total:


Prime Requisite Bonus:


%

+
+
+
+ +
+ +
+
+

- - - - + + + + - + - - + + - + - - + + - + - + - + - + - +

ValueCurrent/MaximumValueCurrent/Maximum
HP:HP: //
Temp HP:Temp HP: //
AC:AC: //
AC Touch:AC Touch:
AC Surprised:AC Surprised:
AC Shieldless:AC Shieldless:
- -

Armor Type:


-

-
-

Experience

-
+
+
- - + + + + - - - - - - - - - - -

Class:


To Next:


SurpriseRacialClassMisc

Current Exp:


Gained Exp:


New Exp Total:


Prime Req Exp Total:


Prime Requisite Bonus:


%

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-
-

Saving Throws and Magic Resistance


-

Standard


-

Fear, Horror and Madness

- - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TargetModifierNotes
Paralyzation
Poison
Death
Rod
Staff
Wand
Petrification
Polymorph
Breath
Spell
Magic Resist
-
- - -
- - - - - - - - - - - - - - - - - - - - - - - - - -
TargetModifierNotes
Fear
Horror
Madness
-

-
+ + + + +
+

Armor Type & Special Defenses:


+
+

Movement


-

Basic Encumbrance


-

Advanced Encumbrance

+ Basic  + Advanced -
+
- - - - - + + + + + - + - + - + - + - + - + - + - + @@ -333,82 +251,82 @@
SpeedWeightPenaltiesNotes SpeedWeightPenaltiesNotes
BaseBase
Light Enc. (-1/3)Light
Moderate Enc. (-1/2)Moderate
Heavy Enc. (-2/3)Heavy
Severe Enc. (1)Severe
-
+
- - - - + + + + - + - + - + - + - + - + - + - + - + - + - + - + @@ -416,62 +334,357 @@
Movement Rate|Weight|Penalties|NotesMovement Rate|Weight|Penalties|Notes
12/612/6
11/511/5
10/510/5
9/49/4
8/48/4
7/37/3
6/36/3
5/25/2
4/24/2
3/13/1
2/12/1
1/11/1
-

Current weight:

-
-

Player notes

-

Personal Bio



+

Current weight:

+
+

Movement Details:



+
+
+

Saving Throws and Magic Resistance


+ Standard  + Ravenloft + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TargetModifierNotes
Paralyzation
Poison
Death
Rod
Staff
Wand
Petrification
Polymorph
Breath
Spell
Magic Resist

-

-

Attributes

Hide

+ + +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
TargetModifierNotes
Fear
Horror
Madness

+

Save Details:




+

Character Points:


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
GainedSpentLeft
Race
Class
N.W.P.
Weapon
Bonus
Level
Traits
Disadvantage
Totals
+ +
+
+
+ +

+ + + + + + + + + + + + + + + + + + + + + + +
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects
+
+ + + + + + + + + + + + + + + + + + + + +
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects


+

Domain (Birthright):



+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
LawTemplesGuildsSourcesTaxes
Level
Taxes
Collected
LoyaltyRegency
Collected
 

/

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
LawTemplesGuildsSourcesTaxes
Level
Taxes
Collected
LoyaltyRegency
Collected
 

/

+ +
+

Province Information:



+

Province Information:




+
+ + +

Attributes



-

Standard


-

Players Option


+ Standard  + Players Option

Ability Scores

-
+
- +
- - - - - - - - - + + + + + + + + + - - + + - - + +
ScoreHit BonusDamage Adj.Weight Allow.Max. PressOpen DoorBend Bars/
Lift Gate
NotesScoreHit BonusDamage Adj.Weight Allow.Max. PressOpen DoorBend Bars/
Lift Gate
Notes
StrengthStrength
- - - - - - + + + + + + - + @@ -481,21 +694,21 @@
ScoreReaction Adj.Missile Atk. Adj.Defense Adj.NotesScoreReaction Adj.Missile Atk. Adj.Defense Adj.Notes
DexterityDexterity
- - - - - - - - + + + + + + + + - + - - + + @@ -503,93 +716,93 @@
ScoreHP Adj.System ShockResurrection
Survival
Poison
Save
RegenerationNotesScoreHP Adj.System ShockResurrection
Survival
Poison
Save
RegenerationNotes
ConstitutionConstitution
- - - - - - - - + + + + + + + + - + - + - +
ScoreNumber of LanguagesMax Spell LevelChance to Learn SpellMax # of SpellsImmunityNotesScoreNumber of LanguagesMax Spell LevelChance to Learn SpellMax # of SpellsImmunityNotes
IntelligenceIntelligence
- - - - - - - + + + + + + + - + - +
ScoreMagical Def
Bonus
Bonus SpellsClerical Spell
Failure
Spell ImmunityNotesScoreMagical Def
Bonus
Bonus SpellsClerical Spell
Failure
Spell ImmunityNotes
WisdomWisdom
- - - - - - + + + + + + - + - +
ScoreMax # of HenchBase LoyaltyReaction AdjustmentNotesScoreMax # of HenchBase LoyaltyReaction AdjustmentNotes
CharismaCharisma
-
+
- + - + - +
- - - - - - - - - + + + + + + + + + - - + + @@ -599,28 +812,28 @@ - - + + - - + +
StrengthHit BonusDamage Adj.Weight Allow.Max. PressOpen DoorBend Bars/
Lift Gate
NotesStrengthHit BonusDamage Adj.Weight Allow.Max. PressOpen DoorBend Bars/
Lift Gate
Notes
  Stamina  Stamina
  Muscle  Muscle
- - - - - - + + + + + + - + @@ -628,7 +841,7 @@ - + @@ -638,31 +851,31 @@
DexterityReaction Adj.Missile Atk. Adj.Defense Adj.NotesDexterityReaction Adj.Missile Atk. Adj.Defense Adj.Notes
  Aim  Aim
  Balance  Balance
- - - - - - - - + + + + + + + + - + - + - + - + @@ -670,31 +883,31 @@
ConstitutionHP Adj.System ShockResurrection
Survival
Poison
Save
RegenerationNotesConstitutionHP Adj.System ShockResurrection
Survival
Poison
Save
RegenerationNotes
  Health  Health
  Fitness  Fitness
- - - - - - - - + + + + + + + + - + - + - + - + @@ -702,28 +915,28 @@
IntelligenceNumber of
Languages
Max Spell
Level
Chance to
Learn Spell
Max # of
Spells
ImmunityNotesIntelligenceNumber of
Languages
Max Spell
Level
Chance to
Learn Spell
Max # of
Spells
ImmunityNotes
  Reason  Reason
  Knowledge  Knowledge
- - - - - - - + + + + + + + - + - - + + - + - + @@ -731,15 +944,15 @@
WisdomMagical Def
Bonus
Bonus SpellsClerical Spell
Failure
Spell ImmunityNotesWisdomMagical Def
Bonus
Bonus SpellsClerical Spell
Failure
Spell ImmunityNotes
  Intuition  Intuition
  Willpower  Willpower
- - - - - - + + + + + + - + @@ -747,11 +960,11 @@ - + - +
CharismaMax # of HenchBase LoyaltyReaction AdjustmentNotesCharismaMax # of HenchBase LoyaltyReaction AdjustmentNotes
  Leadership  Leadership
  Appearance  Appearance
@@ -759,216 +972,975 @@

Notes




-

-

Attacks

Hide

+
+ +

Attacks


+ Melee  + Ranged

+ +
-

Weapons

You can use + to denote different sources for bonuses.


+

Melee Weapons


+

Select armor opponent is wearing for bonuses/penalties



+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                

+

You can use + to denote different sources for bonuses.



+ + - - - - - - - - - - - - + + + + + + + + + + + - - + + - - - - - + + + + + - - - - + + +
Dex Str  Weapon# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0Dam SMDam LRangeWt.SizeTypeSpeedDex Str  Weapon# of
Atk
Atk
Adj.
SpecMastTHAC0CritRangeSize      Type
  S    P   B
Speed
   
                
- - - - - - - - - - - - + + + + + + + + + + + + +
                      


+

Melee Damage


You can use + to denote different sources for bonuses.



+ + + + + + + + + + + + + + + + +
Dex Str  WeaponDam
Adj.
SpecMastDam SMDam L
         
+
+ + + + + + +
          

Special Abilities and Attacks



Weapon Notes



+ +
+ +

Ranged Weapons


+

Select armor opponent is wearing for bonuses/penalties



+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Banded
Mail
 | Brigan
dine
 | Chain Bronze
Mail    Plate
 | Field
Plate
 | Full
Plate
 | Leather
Hide Pad
 | Plate
Mail
 | Ring
Mail
 | Scale
Mail
 | Splint
Mail
 | Studded
Leather
                                                

+

You can use + to denote different sources for bonuses.



+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Dex Str  Weapon# of
Strikes
SpecMastSRMRLRERAttack
Adj.
THAC0CritRangeSize      Type
  S    P   B
Speed
                 
+
+ + + + + + + + + + + + + + + + + +
                    


+ +

Ammunition


You can use + to denote different sources for bonuses.



+ + + + + + + + + + + + + + + + + +
Dex Str  AmmoPoint
Blank
Dam
Adj.
Dam SMDam LAmount
       
+
+ + + + + + + + +
       
+

Special Abilities and Attacks



+

Weapon Notes



+
-

Rogue Skills

Hide

+

Rogue Skills



+ Standard  + S.P./D.S.

- -

Backstab Multiplier:


**Do not apply "No Armor" bonuses! Only apply Armor Penalties!


+

Standard


+

Backstab Multiplier:

  

Please input a similar macro (see below) here:


Rogue: 60+(30*@{level-class#}) Bard: 20+(15*@{level-class#}) etc


**Do not apply "No Armor" bonuses! Only apply Armor Penalties!


- - - - - - - + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + + +
SkillBaseRaceDexArmor**LevelTotal
Pick Pockets%%%%%%SkillBaseRaceDexArmor**LevelTotal
Open Locks%%%%%%Pick Pockets%%%%%%
Find/Remove Traps%%%%%%Open Locks%%%%%%
Move Silently%%%%%%Find/Remove Traps%%%%%%
Hide in Shadows%%%%%%Move Silently%%%%%%
Detect Noise%%%%%%Hide in Shadows%%%%%%
Climb Walls%%%%%%Detect Noise%%%%%%
Read Languages%%%%%%Climb Walls%%%%%%
Detect Magic*%%%%%%Read Languages%%%%%%

+ +

Skill and Powers
Dark Sun


+

Backstab Multiplier:

  

Please input a similar macro (see below) here:


Rogue: 60+(30*@{level-class#}) Bard: 20+(15*@{level-class#}) etc


**Do not apply "No Armor" bonuses! Only apply Armor Penalties!


+ + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + - - - - - - - + + + + + + + -
Detect Illusion*%%%%%%SkillBaseRaceDexArmor**LevelTotal
Bribe*%%%%%%Detect Magic*%%%%%%
Tunneling*%%%%%%Detect Illusion*%%%%%%
Escape Bonds*%%%%%%Bribe*%%%%%%

Skills with an asterisk (*) are from Skills & Powers, and may be ignored for campaigns using core rules.



-

+ + Tunneling* + % + % + % + % + % + % + + + Escape Bonds* + % + % + % + % + % + % + + + Forge Documents* + % + % + % + % + % + % + + + Appraise* + % + % + % + % + % + % + +
+
-

Skills and Talents

Hide

+

Turning Tables

+ +
+ + + + + + + + + + + +   + + + + + + + + + + + + +

+ +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

LVL or HD
Affected

Level

of

Class

+

+ +
+ + + + + + + + + + + +   + + + + + + + + + + + + +

+ +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + +   + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

LVL or HD
Affected

Level

of

Class

+

+ +
+
+ +

Skills and Talents

Proficiencies and Languages


-

Weapon Proficiencies


    +

    Weapon Proficiencies


    - - - - - - - - + + + + + + + + @@ -983,8 +1955,8 @@
    WeaponSlotsExSpMHMGMCWWeaponSlotsExSpMHMGMCW
    - - + + @@ -993,53 +1965,87 @@
          
    -

-

Traits


    +
    +

    Traits


    - - - + + +
    ± - ± +
    -


-

Disadvantages


    +

    +

    Disadvantages


    - - - + + +
    ± - ± +
-

-

Non-Weapon Proficiencies


    +
    +

    Non-Weapon Proficiencies


    - - - + + +
    ± - ± +
    -


-

Languages


    +

    +

    Languages


    - +
     
    -

-

+
-

Spells

Hide

+

Spells



+Wizard  +Priest +Powers

+ +

Spell Levels



+ +Level 1  +Level 2  +Level 3  +Level 4  +Level 5

+Level 6  +Level 7  +Level 8  +Level 9  +Level 10

+Level 11  +Level 12  +Level 13  +Level 14  +Level 15

+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+
@@ -1047,116 +2053,2127 @@

Spells Memorized



    - + - + - + - +

    Cast Today:    

    /

    Cast Today:    

    /

    -

    Casting Time:

    +

    Casting Time:





    -
    +
    - + - + - + - +

    Cast Today:    

    /

    Cast Today:    

    /

    -

    Casting Time:

    +

    Casting Time:





    -
    +
    - + - + - + - +

    Cast Today:    

    /

    Cast Today:    

    /

    -

    Casting Time:

    +

    Casting Time:



Spell Book

-
+
-

+
-

Psionics

Hide

+
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +

Spell Levels



+ +Level 1  +Level 2  +Level 3  +Level 4  +Level 5

+Level 6  +Level 7  +Quest

+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+ +
+ +

Spells Available:

  +  

  +  

  =  

+

+ +

Spell Points: (Total)

+ +

Spell Points: (Spent)

+ +

Spell Points: (Remaining)

+ +

+ +
+
+
+

Spells Memorized and Spell Book


+

Spells Memorized



    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +

    +
+
+
+

Spell Book

+
+
+
+
+ +
+ +
+
+
+

Granted Powers


+

Abilities



    +
    + + + + + + + + + + + + + + + +

    Uses Today:    

    /

    +

    Initiative:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + + +

    Uses Today:    

    /

    +

    Initiative:

    +

    +
+
+


    +
    + + + + + + + + + + + + + + +

    Uses Today:    

    /

    +

    Initiative:

    +

    +
+
+
+

Powers List

+
+
+
+ +

Psionics


-

Psionic Core


-

Psionic S/P

+ Psionic Core  + Psionic S/P

-
+

Psionics Core

You can use + to denote different sources of bonuses.


@@ -1164,12 +4181,12 @@

Telepathy Devotions


    - - + + - - + +
    ± - ± +
@@ -1177,12 +4194,12 @@

Telepathy Sciences


    - - - - - + + + + +
    ± - ± +

@@ -1191,12 +4208,12 @@

Psychokinesis Devotions


    - - - - - + + + + +
    ± - ± +
@@ -1204,12 +4221,12 @@

Psychokinesis Sciences


    - - - - - + + + + +
    ± - ± +

@@ -1218,12 +4235,12 @@

Psychoportive Devotions


    - - - - - + + + + +
    ± - ± +
@@ -1231,12 +4248,12 @@

Psychoportive Sciences


    - - - - - + + + + +
    ± - ± +

@@ -1245,12 +4262,12 @@

Psychometabolism Devotions


    - - - - - + + + + +
    ± - ± +
@@ -1258,12 +4275,12 @@

Psychometabolism Sciences


    - - - - - + + + + +
    ± - ± +

@@ -1272,12 +4289,12 @@

Clairsentient Devotions


    - - - - - + + + + +
    ± - ± +
@@ -1285,12 +4302,12 @@

Clairsentient Sciences


    - - - - - + + + + +
    ± - ± +

@@ -1299,12 +4316,12 @@

Attack Modes


    - - - - - + + + + +
    ± - ± +
@@ -1312,12 +4329,12 @@

Defense Modes


    - - - - - + + + + +
    ± - ± +

@@ -1326,36 +4343,36 @@

Psionic Strength Points

- - - - - + + + + + - + - + - + - + - + - + - + - +
ValueCurrent/MaximumSpeedValueCurrent/MaximumSpeed
PSP:PSP: //
Temp PSP:Temp PSP: //
Stored PSP:Stored PSP: //
SpeedSpeed
@@ -1364,10 +4381,10 @@

Psionic Proficiencies


    - - - + + +
    ± - ± +
@@ -1380,7 +4397,7 @@

Psionic Weapons



-
+

Psionics Revised

You can use + to denote different sources of bonuses.


This section applies to Dark Sun Campaign Setting Revised Psionics.

@@ -1388,30 +4405,30 @@

Telepathy Devotions


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - + + + + +
  -   +
@@ -1419,30 +4436,30 @@

Telepathy Sciences


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - - + + + + + +
   
@@ -1451,30 +4468,30 @@

Psychokinesis Devotions


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - - + + + + + +
   
@@ -1482,30 +4499,30 @@

Psychokinesis Sciences


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - - + + + + + +
   
@@ -1514,30 +4531,30 @@

Psychoportive Devotions


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - - + + + + + +
   
@@ -1545,30 +4562,30 @@

Psychoportive Sciences


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - - + + + + + +
   
@@ -1577,30 +4594,30 @@

Psychometabolism Devotions


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - - + + + + + +
   
@@ -1608,30 +4625,30 @@

Psychometabolism Sciences


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - - + + + + + +
   
@@ -1640,30 +4657,30 @@

Clairsentient Devotions


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - - + + + + + +
   
@@ -1671,63 +4688,63 @@

Clairsentient Sciences


- - - - - - + + + + + + - +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
- - - - - - + + + + + +
   

Psionic Attack Modes


- - - - - - - + + + + + + + - + - +
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost
- - - - - - - + + + + + + +
          

@@ -1735,9 +4752,9 @@

Psionic Defense Modes


- - - + + + @@ -1747,44 +4764,44 @@
Attack NameMacroPSP
Cost
Attack NameMacroPSP
Cost
- - - + + +

Psionic Strength Points

- - - - - + + + + + - + - + - + - + - + - + - + - + - +
ValueCurrent/MaximumSpeedValueCurrent/MaximumSpeed
PSP:PSP: //
Temp PSP:Temp PSP: //
Stored PSP:Stored PSP: //
M.A.C.M.A.C. //
@@ -1793,10 +4810,10 @@

Psionic Proficiencies

- - - + + +
± - ± +


@@ -1806,325 +4823,315 @@

Special Abilities and Attacks



Psionic Weapons



-
+ -

Gear

Hide

+

Gear

Worn Equipment

- - - - - - - + + + + + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + - - - + + - + + + + + + + + + + + + + + + + + - - - + + - + - - - + + - + - - - + + - + - - - + + + + + + + + + + - + - +
@@ -2137,49 +5144,46 @@
SlotNameShort DescWtCharges/MaxSlotNameShort DescWtChargesAdd Weight
Head:Head: / 
Eyes:Eyes: / 
Face:Face: / 
Earring Right:Right Earring: / 
Earring Left:Left Earring: / 
Neck 1:Neck 1: / 
Neck 2:Neck 2: / 
Neck 3:Neck 3: / 
Cloak:Cloak: / 
Shoulders:Shoulders: / 
Chest:Chest: / 
Back:Back: / 
Arm Right:Right Arm: / 
Arm Left:Left Arm: / 
Wrists:Wrists: / 
Hands:Hands: / 
Ring 1:Ring 1: / 
Ring 2:Ring 2: / 
Ring 3 (off):Ring 3 (off): / 
Ring 4 (off):Ring 4 (off): / 
Body:Body: / 
Belt:Belt: / 
Legs:Legs: / 
Right Leg:Right Leg: / 
Left Leg:Left Leg: / 
Anklets:Anklets: / 
Feet:Feet: / 
Weapon 1:Weapon 1: / 
Weapon 2:Weapon 2: / 
Shield:Weapon 3: 
Weapon 4: 
Shield: / 
Misc 1:Misc 1: / 
Misc 2:Misc 2: / 
Misc 3:Misc 3: / 
Misc 4: 
TotalTotal

lbs.

- - - - + + + + - +
DescriptionWeight# HeldLocationDescriptionWeight# HeldLocation
- - - - + + + +

-

Current weight:


+

Current weight:


    Potions, Philters, Elixirs, and Poisons


    - -   - -
    + +   +

    Dusts, Powders, and Solvents


    - -   - -
    + +   +

    Scrolls


    - -   - -
    + +   +

Gear Stored

@@ -2187,10 +5191,10 @@
- - - - + + + + @@ -2201,25 +5205,27 @@
DescriptionWeight# HeldLocationDescriptionWeight# HeldLocation
- - - - + + + +


Notes


-
+ -

Currency

Hide

+

Currency



-

Wealth


-

Standard

  |  

-

Dragonlance


-

Dark Sun

  |  

-

Ravenloft



-
+ Standard  + Dragonlance  + Dark Sun  + Ravenloft  + Maztica  + BirthRight

+ +
@@ -2227,17 +5233,76 @@

GP:

 

EP:

 

SP:

  -

CP:

+

CP:

  +

-

Total Currency Weight:                     


Total GP value from other items:    


-

Total GP value from gems:               


-

Gem Pouch


+

Total Currency Weight:

  
+
+

Currency Conversion Calculator

- - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionValue# HeldCut/SizeCurrency|Quantity|Copper|Silver|Electrum|Gold|Platinum
Copper
Silver
Electrum
Gold
Platinum
+

(100 Copper = 10 Silver = 2 Electrum = 1 Gold = 1/10 Platinum)


+

Gem Pouch


+ + + + + + @@ -2248,76 +5313,20 @@
DescriptionValue# HeldCut/Size
- - - - + + + + -

-
-

Currency Conversion Calculator

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Currency|Quantity|Copper|Silver|Electrum|Gold|Platinum
Copper
Silver
Electrum
Gold
Platinum

+ +

Total GP value from gems:



Other Items Of Value



-

(100 Copper = 10 Silver = 2 Electrum = 1 Gold = 1/5 Platinum)



+

Total GP value from other items:

+
-
+
@@ -2327,50 +5336,26 @@

Ir:

 

SP:

 

GP:

  -

CP:

+

CP:

  +

-

Total Currency Weight:                    


Total GP value from other items:   


-

Total GP value from gems:              


-
-

Gem Pouch


- - - - - - - - - - - - - -
DescriptionValue# HeldCut/Size
-
- - - - - - -

+

Total Currency Weight:

  

Currency Conversion Calculator

- - - - - - - - - + + + + + + + + + - + @@ -2381,7 +5366,7 @@ - + @@ -2392,7 +5377,7 @@ - + @@ -2403,7 +5388,7 @@ - + @@ -2414,7 +5399,7 @@ - + @@ -2425,7 +5410,7 @@ - + @@ -2436,7 +5421,7 @@ - + @@ -2446,13 +5431,39 @@ -
Currency|Quantity|Copper|Gold|Silver|Iron|Bronze|Steel|PlatinumCurrency|Quantity|Copper|Gold|Silver|Iron|Bronze|Steel|Platinum
CopperCopper
GoldGold
SilverSilver
IronIron
BronzeBronze
SteelSteel
PlatinumPlatinum

+ +

(100 Copper = 40 Gold = 20 Silver = 2 Iron/Bronze = 1 Steel = 1/5 Platinum)


+

Gem Pouch


+ + + + + + + + + + + + + +
DescriptionValue# HeldCut/Size
+
+ + + + + + +
+

Total GP value from gems:



Other Items Of Value



-

(100 Copper = 40 Gold = 20 Silver = 2 Iron/Bronze = 1 Steel = 1/5 Platinum)



+

Total GP value from other items:


+
-
+
@@ -2462,49 +5473,26 @@

SP:

 

CP:

 

Cer:

  -

Bit:

+

Bit:

  +

-

Total Currency Weight:                     


Total GP value from other items:    


-

Total GP value from gems:               


-

Gem Pouch


- - - - - - - - - - - - - -
DescriptionValue# HeldCut/Size
-
- - - - - - -

+

Total Currency Weight:

  

Currency Conversion Calculator

- - - - - - - - - + + + + + + + + + - + @@ -2515,7 +5503,7 @@ - + @@ -2526,7 +5514,7 @@ - + @@ -2537,7 +5525,7 @@ - + @@ -2548,7 +5536,7 @@ - + @@ -2559,7 +5547,7 @@ - + @@ -2570,7 +5558,7 @@ - + @@ -2580,13 +5568,39 @@ -
Currency|Quantity|Bits|Ceramic|Copper|Silver|Electrum|Gold|PlatinumCurrency|Quantity|Bits|Ceramic|Copper|Silver|Electrum|Gold|Platinum
BitsBits
CeramicCeramic
CopperCopper
SilverSilver
ElectrumElectrum
GoldGold
PlatinumPlatinum

+ +

(1,000 Bits = 100 Ceramics = 100 Copper = 10 Silver = 2 Electrum = 1 Gold = 1/5 Platinum)


+

Gem Pouch


+ + + + + + + + + + + + + +
DescriptionValue# HeldCut/Size
+
+ + + + + + +
+

Total GP value from gems:



Other Items Of Value



-

(1,000 Bits = 100 Ceramics = 100 Copper = 10 Silver = 2 Electrum = 1 Gold = 1/5 Platinum)



+

Total GP value from other items:


+
-
+
@@ -2595,17 +5609,92 @@

Kr:

 

EP:

 

SP:

  -

CP:

+

CP:

  +

-

Total Currency Weight:                     


Total GP value from other items:    


-

Total GP value from gems:               


-

Gem Pouch


+

Total Currency Weight:

  
+
+

Currency Conversion Calculator

- - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionValue# HeldCut/SizeCurrency|Quantity|Copper|Silver|Electrum|Kroner|Gold|Platinum
Copper
Silver
Electrum
Kroner
Gold
Platinum
+

(100 Copper = 10 Silver = 2 Electrum = 1 Kroner = 1 Gold = 1/5 Platinum)


+

Gem Pouch


+ + + + + + @@ -2616,141 +5705,5114 @@
DescriptionValue# HeldCut/Size
- - - - + + + + -

+ +

Total GP value from gems:



+

Other Items Of Value



+

Total GP value from other items:


+
+
+
+ +
+
+ + +

Tq:

  +

Gq:

  +

Jd:

  +

Cr:

  +

CB:

  +

Em:

  +

Cb:

  + +

+

Total Currency Weight:

  

Currency Conversion Calculator

- - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + -
Currency|Quantity|Copper|Silver|Electrum|Kroner|Gold|PlatinumCurrency|Quantity|Cocoa|Maize|Blade|Coral|Jade|Quill|Turquoise
CopperCocoa Bean
SilverMaize Ear
ElectrumC. Blade
KronerCoral Bud
GoldJade
PlatinumQuill

-

Other Items Of Value



-

(100 Copper = 10 Silver = 2 Electrum = 1 Kroner = 1 Gold = 1/5 Platinum)



+ + Turquoise + + + + + + + + + + +

(100 Cocoa Beans = 100 Ear of Maize = 10 Copper Blade = 5 Coral Bud = 1 Jade = 1/5 Gold Quill = 1/10 Turquoise)


+

Gem Pouch


+ + + + + + + + + + + + + +
DescriptionValue# HeldCut/Size
+
+ + + + + + +
+

Total GP value from gems:



+

Other Items Of Value



+

Total GP value from other items:


+
-
-

+
-

Henchmen, Followers, Familiars and Companions

Hide

+
+
+ + +

PP:

  +

GP:

  +

GB:

  +

SP:

  +

CP:

  + +

+

Total Currency Weight:

  
+
+

Currency Conversion Calculator

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Currency|Quantity|Copper|Silver|Gold Bar|Gold|Platinum
Copper
Silver
Gold Bar
Gold
Platinum
+

(100 Copper = 10 Silver = 1 Gold = 1/10 Platinum) (2,000 Gold = 1 Gold Bar)


+

Gem Pouch


+ + + + + + + + + + + + + +
DescriptionValue# HeldCut/Size
+
+ + + + + + +
+

Total GP value from gems:



+

Other Items Of Value



+

Total GP value from other items:

+
+
+
+
+
+ +

Followers, Familiars and Animals



-

Henchpersons/Animal Companions

+Warrior  +Wizard  +Priest  +Rogue  +Psion  +Animals
+ +

+

Warrior Followers

- - - - - - - - - + + + + + - - - - +
NameACRace/ClassHD/Lvl#ATTHAC0DmgHPNotesNameACRaceLevelHP/Max
   

/



+
+

Weapons


+ + + + + + + + + + + + + + -
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +


+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation

+

Notes



- - - - - - - - - - + + + + + + + + + + + + + + +
  

/

NameACRaceLevelHP/Max
 

/



+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed


+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation

+

Notes


+
+
+ +

+

Wizard Followers

+ + + + + + + + + + + + + + +
NameACRaceLevelHP/Max
 

/



+
+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+


+

Wizard Spells


+
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+


+
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+



+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation

+

Notes



+
+ + + + + + + + + + + + + + +
NameACRaceLevelHP/Max
 

/


+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+


+

Wizard Spells


+
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+


+
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+


+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation

+

Notes



+
+
+ +

+

Priest Followers

+ + + + + + + + + + + + + + +
NameACRaceLevelHP/Max
 

/



+
+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+


+

Priest Spells


+
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+


+
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+


+
+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation

+

Notes



+
+ + + + + + + + + + + + + + + + +
NameACRaceClassLevelHP/Max
 

/


+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+


+

Priest Spells


+
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+


+
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+


+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation

+

Notes



+
+
+ +

+

Rogue Followers

+ + + + + + + + + + + + + + + + +
NameACRaceClassLevelHP/Max
 

/



+
+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+


+

Rogue Skills


+
+Standard  + S.P./D.S.

+ +
+

Backstab Multiplier: X


**Do not apply "No Armor" bonuses! Only apply Armor Penalties!


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SkillBaseRaceDexArmor**LevelTotal
Pick Pockets%%%%%%
Open Locks%%%%%%
Find/Remove Traps%%%%%%
Move Silently%%%%%%
Hide in Shadows%%%%%%
Detect Noise%%%%%%
Climb Walls%%%%%%
Read Languages%%%%%%
+
+
+

Backstab Multiplier: X


**Do not apply "No Armor" bonuses! Only apply Armor Penalties!


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SkillBaseRaceDexArmor**LevelTotal
Detect Magic*%%%%%%
Detect Illusion*%%%%%%
Bribery*%%%%%%
Tunneling*%%%%%%
Escape Bonds*%%%%%%
Forge Documents*%%%%%%
Appraise*%%%%%%



+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation

+

Notes



+
+ + + + + + + + + + + + + + + + +
NameACRaceClassLevelHP/Max
 

/


+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
repeating_hench4_$X_ +


+

Rogue Skills


+
+Standard  + S.P./D.S.

+ +
+

Backstab Multiplier: X


**Do not apply "No Armor" bonuses! Only apply Armor Penalties!


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SkillBaseRaceDexArmor**LevelTotal
Pick Pockets%%%%%%
Open Locks%%%%%%
Find/Remove Traps%%%%%%
Move Silently%%%%%%
Hide in Shadows%%%%%%
Detect Noise%%%%%%
Climb Walls%%%%%%
Read Languages%%%%%%
+
+
+

Backstab Multiplier: X


**Do not apply "No Armor" bonuses! Only apply Armor Penalties!


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SkillBaseRaceDexArmor**LevelTotal
Detect Magic*%%%%%%
Detect Illusion*%%%%%%
Bribery*%%%%%%
Tunneling*%%%%%%
Escape Bonds*%%%%%%
Forge Documents*%%%%%%
Appraise*%%%%%%



+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation

+

Notes



+
+
+ +

+

Psionic Followers

+ + + + + + + + + + + + + + + + +
NameACRaceClassLevelHP/Max
 

/



+
+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+


+Standard  + Advanced

+ +
+

Psionics Core


You can use + to denote different sources of bonuses.


+ +
+
+

Telepathy Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Telepathy Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Psychokinesis Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Psychokinesis Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Psychoportive Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Psychoportive Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Psychometabolism Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Psychometabolism Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Clairsentient Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Clairsentient Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Attack Modes


    + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
    -

    Notes


    +
+
+

Defense Modes


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Psionic Strength Points

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
ValueCurrent/MaximumSpeed
PSP:/
Temp PSP:/
Stored PSP:/
Speed
+
+
+

+

Psionic Proficiencies


    + + + + + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
    ± +
    ± +
+

+

Psionics Storage


+ +
+

Special Abilities and Attacks



+ +

Psionic Weapons



+ + +
+

Advanced Psionics


+

You can use + to denote different sources of bonuses.


+
+
+

Telepathy Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Telepathy Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+
+

Psychokinesis Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Psychokinesis Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+
+

Psychoportive Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Psychoportive Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+
+

Psychometabolism Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Psychometabolism Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+
+

Clairsentient Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Clairsentient Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost

+

Psionic Attack Modes


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost

+
+
+

Psionic Defense Modes


+ + + + + + + + + + + + + + + + + + + + + +
Defense NameMacroPSP
Cost
+
+

Psionic Strength Points

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
ValueCurrent/MaximumSpeed
PSP:/
Temp PSP:/
Stored PSP:/
MAC/
+
+
+

Psionic NWP's

+ + + + + + + + + + + + + + + + + + + + + + + + + + +
± +
± +
± +
± +
± +
+

Psionics Ability Information Storage

+ +


+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation
+

Notes



+
+ + + + + + + + + + + + + + + + +
NameACRaceClassLevelHP/Max
 

/



+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed



+Standard  + Advanced

+ +
+

Psionics Core


You can use + to denote different sources of bonuses.



+ +
+
+

Telepathy Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Telepathy Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Psychokinesis Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Psychokinesis Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Psychoportive Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Psychoportive Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Psychometabolism Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Psychometabolism Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Clairsentient Devotions


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
+
+

Clairsentient Sciences


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Attack Modes


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
    +
+
+

Defense Modes


    + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +

+
+
+

Psionic Strength Points

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
ValueCurrent/MaximumSpeed
PSP:/
Temp PSP:/
Stored PSP:/
Speed
+
+
+

+

Psionic Proficiencies


    + + + + + + + + + + + + + + + + + + + + + + + + + + +
    ± +
    ± +
    ± +
    ± +
    ± +
+

+

Psionics Storage


+ +
+

Special Abilities and Attacks



+ +

Psionic Weapons



+ +
+

Advanced Psionics

+
+
+

Telepathy Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Telepathy Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+
+

Psychokinesis Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Psychokinesis Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+
+

Psychoportive Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Psychoportive Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+
+

Psychometabolism Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Psychometabolism Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+
+

Clairsentient Devotions


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost
+
+

Clairsentient Sciences


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability NameMThAC0
Adj.
MACMThAC0MacroPSP
Cost

+

Psionic Attack Modes


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Attack NameAttack
Speed
MThAC0
Adj.
MThAC0DamageMacroPSP
Cost

+
+
+

Psionic Defense Modes


+ + + + + + + + + + + + + + + + + + + + + +
Defense NameMacroPSP
Cost
+
+

Psionic Strength Points

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
ValueCurrent/MaximumSpeed
PSP:/
Temp PSP:/
Stored PSP:/
MAC/
+
+
+

Psionic NWP's

+ + + + + + + + + + + + + + + + + + + + + + + + + + +
± +
± +
± +
± +
± +
+

Psionics Ability Information Storage

+ +


+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation
+ +

Notes



+
+
+ +

+

Animal Familiars, Followers and Beasts of Burden



Familiar


+ + + + + + + + + + + + + + +
NameACRaceLevelHP/Max
 

/



+
+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed
+


+

Familiar Spells/Powers


+
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+

Spells Memorized



    + + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+


+
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+
+
    + + + + + + + + + + + + + + +

    Cast Today:    

    /

    +

    Casting Time:

    +
+


+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation
+

Notes


+
+ + + + + + + + + + + + + + +
NameACRaceLevelHP/Max
 

/



+

Weapons


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Weapon Name# of
Strikes
Attack
Adj.
Dam
Adj.
THAC0CritDam SMDam LRangeTypeSpeed


+

Gear


+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DescriptionWeight# HeldValueLocation
+

Notes


+
+
+
+
+ +
+ +
+ +
+
+
+ +

+

+
+
+
+ +

+

+
+
+

Personal Bio:



-
+

Monster Info


-

Name:                

+

Name:                

      
@@ -2768,18 +10830,20 @@
- - - - - + + + + +

No. Appearing:

Armor Class:

Movement:

Hit Dice:

THAC0:

# of Attacks:

Damage/Attack:

Special Attacks:

THAC0:

# of Attacks:

Attack 1:

Attack 2:

Attack 3:

+ + @@ -2787,51 +10851,900 @@

No. Appearing:

Special Attacks:

Special Defenses:

Magic Resistance:

%

Size:

XP Value:

-

Description



+
+ +   +   +   +   +   +   +

+ +

Description



Combat


Habitat/Society


-

Ecology


+

Ecology



Variants

-

Name:                

-
+ +
+ + + + - - - - - - - - + + + + + + + +

Climate/Terrain:

Frequency:

Organization:

Activity Cycle:

Diet:

Intelligence:

Treasure:

Alignment:

Climate/Terrain:

Frequency:

Organization:

Activity Cycle:

Diet:

Intelligence:

Treasure:

Alignment:

- - - - - - - - + + + + + + + +

No. Appearing:

Armor Class:

Movement:

Hit Dice:

THAC0:

# of Attacks:

Damage/Attack:

Special Attacks:

Armor Class:

Movement:

Hit Dice:

THAC0:

# of Attacks:

Attack 1:

Attack 2:

Attack 3:

- - - - - + + + + + + +

Special Defenses:

Magic Resistance:

%

Size:

Morale:

XP Value:

No. Appearing:

Special Attacks:

Special Defenses:

Magic Resistance:

%

Size:

Morale:

XP Value:

-

Description



+
+ +   +   +   +   +   +   +

+

Description



+

Combat


+

Habitat/Society


+

Ecology



+ + + +
+
+ + + {{#subtitle}} + + {{/subtitle}} +
{{name}}
{{subtitle}}
+
+
+ + {{#allprops() desc desc1 desc2 name subtitle}} + + {{/allprops() desc desc1 desc2 name subtitle}} + {{#desc}} + + {{/desc}} + {{#desc1}} + + {{/desc1}} + {{#desc2}} + + {{/desc2}} +
{{key}}{{value}}
{{desc}}
{{desc1}}
{{desc2}}
+
+
+
+ + +
+
+ + + +
{{title}}
{{subtitle}}
+
+
+ + + + {{#crit_s}}{{#crit_l}} + {{#rollWasCrit() ac_hit}} + + + + {{/rollWasCrit() ac_hit }} + {{#^rollWasCrit() ac_hit}} + + + {{/^rollWasCrit() ac_hit}} + {{/crit_l}}{{/crit_s}} + {{^crit_s}}{{^crit_l}} + + + {{#rollWasCrit() ac_hit}}{{/rollWasCrit() ac_hit}} + {{/crit_l}}{{/crit_s}} + {{#rollWasFumble() ac_hit }} + + {{/rollWasFumble() ac_hit }} +
{{weapon_used}}
S/M{{ac_hit}}L
{{crit_s}}{{crit_l}}
AC Hit
CRITICAL HIT!{{#crit}}
{{crit}}{{/crit}}
{{dmg_s}}{{dmg_l}}
AC Hit
{{dmg_s}}{{dmg_l}}
AC Hit
CRITICAL HIT!{{#crit}}
{{crit}}{{/crit}}
FUMBLE!{{#fumble}}
{{fumble}}{{/fumble}}
+
+
+
+ + +
+
+ + + + {{#sphere}} + + {{/sphere}} +
{{title}}
{{splevel}} * {{school}}
Priest Sphere: {{sphere}}
+
+
+ + + + + {{#damage}} + + {{/damage}} + {{#healing}} + + {{/healing}} + {{#effects}} + + {{/effects}} +
Components
{{components}}
Casting Time
{{time}}
Range
{{range}}
Duration
{{duration}}
Area of Effect
{{aoe}}
Saving Throw
{{save}}
Damage: {{damage}} {{damagetype}}
Healing: {{healing}}
Effects: {{effects}}
+
+
+
+ + +
+
+ + + +
Save vs. {{savevs}}
for {{character}}
+
+
+ + + + {{#rollTotal() saveroll savetarget}} + + {{/rollTotal() saveroll savetarget}} + {{#rollGreater() saveroll savetarget}} + + {{/rollGreater() saveroll savetarget}} + {{#rollLess() saveroll savetarget}} + + {{/rollLess() saveroll savetarget}} +
Saving Throw Roll:{{saveroll}}
Saving Throw Target:{{savetarget}}
Success!
Success!
Failed!
+
+
+
+ + +
+
+ + + +
Check vs. {{checkvs}}
for {{character}}
+
+
+ + + + {{#rollTotal() checkroll checktarget}} + + {{/rollTotal() checkroll checktarget}} + {{#rollLess() checkroll checktarget}} + + {{/rollLess() checkroll checktarget}} + {{#rollGreater() checkroll checktarget}} + + {{/rollGreater() checkroll checktarget}} +
Check Roll:{{checkroll}}
Check Target:{{checktarget}}
Success!
Success!
Failed!
+
+
+
+ + \ No newline at end of file diff --git a/AD&D 2E Revised/2EStyle.css b/AD&D 2E Revised/2EStyle.css index 3d6ced9672..3b0ac6f155 100644 --- a/AD&D 2E Revised/2EStyle.css +++ b/AD&D 2E Revised/2EStyle.css @@ -14,6 +14,10 @@ display: inline-block; width: 47px; } +.charsheet input.sheet-sym { + display: inline-block; + width: 72px; +} .charsheet input.sheet-short { display: inline-block; width: 3.5em; @@ -26,6 +30,10 @@ display: inline-block; width: 2.7em; } +.charsheet input.sheet-madtext { + display: inline-block; + width: 79px; +} .charsheet input.sheet-mintext { display: inline-block; width: 74px; @@ -54,6 +62,10 @@ display: inline-block; width: 170px; } +.charsheet input.sheet-half { + display: inline-block; + width: 200px; +} .charsheet input.sheet-spell { display: inline-block; width: 215px; @@ -90,11 +102,6 @@ margin: 0px 0px; width: 74px; } -.charsheet input[type="checkbox"].left { - float: left; - margin: 5px 0px; - width: 2px; -} input.sheet-arrow { float: left; @@ -105,59 +112,19 @@ input.sheet-arrow:checked ~ div.sheet-body display: none; } -/* Hide actual radio/checkbox */ -input[type="radio"], -input[type="checkbox"] -{ - opacity: 0; - width: 16px; - height: 16px; - position: relative; - top: 5px; - left: 6px; - margin: -10px; - cursor: pointer; - z-index: 1; +.charsheet input[type="checkbox"].left { + float: left; + margin: 5px 0px; + width: 2px; } -/* Fake radio/checkbox */ -input[type="radio"] + span::before, -input[type="checkbox"] + span::before +input.sheet-tab:not(:first-child)::before { - margin-right: 4px; - border: solid 1px #a8a8a8; - line-height: 14px; - text-align: center; - display: inline-block; - vertical-align: middle; - - -moz-box-shadow: 0 0 2px #ccc; - -webkit-box-shadow: 0 0 2px #ccc; - box-shadow: 0 0 2px #ccc; - - background: #f6f6f6; - background: -moz-radial-gradient(#f6f6f6, #dfdfdf); - background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); - background: -ms-radial-gradient(#f6f6f6, #dfdfdf); - background: -o-radial-gradient(#f6f6f6, #dfdfdf); - background: radial-gradient(#f6f6f6, #dfdfdf); + border-left: none; } -/* Fake radio */ -input[type="radio"] + span::before -{ - content: ""; - width: 12px; - height: 12px; - font-size: 24px; - - -moz-border-radius: 50%; - -webkit-border-radius: 50%; - border-radius: 50%; -} -input[type="radio"]:checked + span::before -{ - content: "•"; +.charsheet textarea { + text-overflow: scroll; } /* Fake checkbox */ @@ -177,28 +144,27 @@ input[type="checkbox"]:checked + span::before content: "✓"; } -.charsheet div.sheet-tab-content { display: none; } - -.charsheet input.sheet-tab1:checked ~ div.sheet-tab1, -.charsheet input.sheet-tab2:checked ~ div.sheet-tab2, -.charsheet input.sheet-tab3:checked ~ div.sheet-tab3, -.charsheet input.sheet-tab4:checked ~ div.sheet-tab4, -.charsheet input.sheet-tab5:checked ~ div.sheet-tab5, -.charsheet input.sheet-tab6:checked ~ div.sheet-tab6, -.charsheet input.sheet-tab7:checked ~ div.sheet-tab7, -.charsheet input.sheet-tab8:checked ~ div.sheet-tab8, -.charsheet input.sheet-tab9:checked ~ div.sheet-tab9, -.charsheet input.sheet-tab10:checked ~ div.sheet-tab10, -.charsheet input.sheet-tab11:checked ~ div.sheet-tab11, -.charsheet input.sheet-tab12:checked ~ div.sheet-tab12, -.charsheet input.sheet-tab13:checked ~ div.sheet-tab13, -.charsheet input.sheet-tab14:checked ~ div.sheet-tab14, -.charsheet input.sheet-tab15:checked ~ div.sheet-tab15 +input[type="radio"] + span::before { - display: block; + margin-right: 4px; + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); } -.charsheet input.sheet-tab + span::before, -.charsheet input.sheet-tab + span::before +input[type="checkbox"] + span::before { margin-right: 4px; border: solid 1px #a8a8a8; @@ -219,27 +185,243 @@ input[type="checkbox"]:checked + span::before background: radial-gradient(#f6f6f6, #dfdfdf); } -/* Fake radio */ -.charsheet input.sheet-tab + span::before -{ - content: ""; - width: 12px; - height: 12px; - font-size: 24px; - - -moz-border-radius: 50%; - -webkit-border-radius: 50%; - border-radius: 50%; -} -.charsheet input.sheet-tab:checked + span::before -{ - content: "•"; -} -.charsheet input.sheet-tab:not(:first-child)::before -{ - border-left: none; +div[class^="sheet-section"] { + display: block; } +.charsheet input.sheet-tab1:checked ~ div.sheet-section-character-page, +.charsheet input.sheet-tab2:checked ~ div.sheet-section-monster-page, +.charsheet input.sheet-tab3:checked ~ div.sheet-section-character-info, +.charsheet input.sheet-tab4:checked ~ div.sheet-section-attributes, +.charsheet input.sheet-tab5:checked ~ div.sheet-section-weapons, +.charsheet input.sheet-tab6:checked ~ div.sheet-section-rogue, +.charsheet input.sheet-tab7:checked ~ div.sheet-section-proficiencies, +.charsheet input.sheet-tab8:checked ~ div.sheet-section-spells, +.charsheet input.sheet-tab9:checked ~ div.sheet-section-psionics, +.charsheet input.sheet-tab10:checked ~ div.sheet-section-equipment, +.charsheet input.sheet-tab11:checked ~ div.sheet-section-currency, +.charsheet input.sheet-tab12:checked ~ div.sheet-section-followers, +.charsheet input.sheet-tab13:checked ~ div.sheet-section-standard-saves, +.charsheet input.sheet-tab14:checked ~ div.sheet-section-ravenloft-saves, +.charsheet input.sheet-tab15:checked ~ div.sheet-section-movement-standard, +.charsheet input.sheet-tab16:checked ~ div.sheet-section-movement-advanced, +.charsheet input.sheet-tab17:checked ~ div.sheet-section-attributes-standard, +.charsheet input.sheet-tab18:checked ~ div.sheet-section-attributes-player-option, +.charsheet input.sheet-tab19:checked ~ div.sheet-section-wizard-spells, +.charsheet input.sheet-tab20:checked ~ div.sheet-section-priest-spells, +.charsheet input.sheet-tab21:checked ~ div.sheet-section-wizard-level-one, +.charsheet input.sheet-tab22:checked ~ div.sheet-section-wizard-level-two, +.charsheet input.sheet-tab23:checked ~ div.sheet-section-wizard-level-three, +.charsheet input.sheet-tab24:checked ~ div.sheet-section-wizard-level-four, +.charsheet input.sheet-tab25:checked ~ div.sheet-section-wizard-level-five, +.charsheet input.sheet-tab26:checked ~ div.sheet-section-wizard-level-six, +.charsheet input.sheet-tab27:checked ~ div.sheet-section-wizard-level-seven, +.charsheet input.sheet-tab28:checked ~ div.sheet-section-wizard-level-eight, +.charsheet input.sheet-tab29:checked ~ div.sheet-section-wizard-level-nine, +.charsheet input.sheet-tab30:checked ~ div.sheet-section-wizard-level-ten, +.charsheet input.sheet-tab31:checked ~ div.sheet-section-priest-level-one, +.charsheet input.sheet-tab32:checked ~ div.sheet-section-priest-level-two, +.charsheet input.sheet-tab33:checked ~ div.sheet-section-priest-level-three, +.charsheet input.sheet-tab34:checked ~ div.sheet-section-priest-level-four, +.charsheet input.sheet-tab35:checked ~ div.sheet-section-priest-level-five, +.charsheet input.sheet-tab36:checked ~ div.sheet-section-priest-level-six, +.charsheet input.sheet-tab37:checked ~ div.sheet-section-priest-level-seven, +.charsheet input.sheet-tab38:checked ~ div.sheet-section-priest-quest, +.charsheet input.sheet-tab39:checked ~ div.sheet-section-rogue-standard, +.charsheet input.sheet-tab40:checked ~ div.sheet-section-psionic-standard, +.charsheet input.sheet-tab41:checked ~ div.sheet-section-psionic-advanced, +.charsheet input.sheet-tab42:checked ~ div.sheet-section-currency-standard, +.charsheet input.sheet-tab43:checked ~ div.sheet-section-currency-dragonlance, +.charsheet input.sheet-tab44:checked ~ div.sheet-section-currency-dark-sun, +.charsheet input.sheet-tab45:checked ~ div.sheet-section-currency-ravenloft, +.charsheet input.sheet-tab46:checked ~ div.sheet-section-follower-warrior, +.charsheet input.sheet-tab47:checked ~ div.sheet-section-follower-wizard, +.charsheet input.sheet-tab48:checked ~ div.sheet-section-follower-priest, +.charsheet input.sheet-tab49:checked ~ div.sheet-section-follower-rogue, +.charsheet input.sheet-tab50:checked ~ div.sheet-section-follower-psion, +.charsheet input.sheet-tab51:checked ~ div.sheet-section-follower-animals, +.charsheet input.sheet-tab52:checked ~ div.sheet-section-priest-turn, +.charsheet input.sheet-tab53:checked ~ div.sheet-section-journal, +.charsheet input.sheet-tab54:checked ~ div.sheet-section-wizard-level-eleven, +.charsheet input.sheet-tab55:checked ~ div.sheet-section-wizard-level-twelve, +.charsheet input.sheet-tab56:checked ~ div.sheet-section-wizard-level-thirteen, +.charsheet input.sheet-tab57:checked ~ div.sheet-section-wizard-level-fourteen, +.charsheet input.sheet-tab58:checked ~ div.sheet-section-wizard-level-fifteen, +.charsheet input.sheet-tab59:checked ~ div.sheet-section-currency-maztica, +.charsheet input.sheet-tab60:checked ~ div.sheet-section-rogue-spds, +.charsheet input.sheet-tab61:checked ~ div.sheet-section-rogue-standard-hench, +.charsheet input.sheet-tab62:checked ~ div.sheet-section-rogue-spds-hench, +.charsheet input.sheet-tab63:checked ~ div.sheet-section-rogue-standard-repeat, +.charsheet input.sheet-tab64:checked ~ div.sheet-section-rogue-spds-repeat, +.charsheet input.sheet-tab65:checked ~ div.sheet-section-psionics-standard-hench, +.charsheet input.sheet-tab66:checked ~ div.sheet-section-psionics-advanced-hench, +.charsheet input.sheet-tab67:checked ~ div.sheet-section-psionics-standard-repeat, +.charsheet input.sheet-tab68:checked ~ div.sheet-section-psionics-advanced-repeat, +.charsheet input.sheet-tab69:checked ~ div.sheet-section-granted-powers, +.charsheet input.sheet-tab70:checked ~ div.sheet-section-weapon-melee, +.charsheet input.sheet-tab71:checked ~ div.sheet-section-weapon-ranged, +.charsheet input.sheet-tab72:checked ~ div.sheet-section-spare, +.charsheet input.sheet-tab73:checked ~ div.sheet-section-character-info-details, +.charsheet input.sheet-tab74:checked ~ div.sheet-section-character-info-tracker, +.charsheet input.sheet-tab75:checked ~ div.sheet-section-currency-birthright, +.charsheet input.sheet-tab76:checked ~ div.sheet-section-birthright { + display: block; +} + +.charsheet input.sheet-tab99:checked ~ div[class^="sheet-section"] { + display: block; +} + +.charsheet input.sheet-tab { + width: 120px; + height: inherit; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +.charsheet span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 14px; + background: #800a0a; + color: white; + font-weight: bold; + border-radius: 4px; + + width: 120px; + height: inherit; + cursor: pointer; + position: relative; +} + +.charsheet div.sheet-tab-content { display: none; } + +.charsheet input.sheet-tab1:checked + span.sheet-tab1, +.charsheet input.sheet-tab2:checked + span.sheet-tab2, +.charsheet input.sheet-tab3:checked + span.sheet-tab3, +.charsheet input.sheet-tab4:checked + span.sheet-tab4, +.charsheet input.sheet-tab5:checked + span.sheet-tab5, +.charsheet input.sheet-tab6:checked + span.sheet-tab6, +.charsheet input.sheet-tab7:checked + span.sheet-tab7, +.charsheet input.sheet-tab8:checked + span.sheet-tab8, +.charsheet input.sheet-tab9:checked + span.sheet-tab9, +.charsheet input.sheet-tab10:checked + span.sheet-tab10, +.charsheet input.sheet-tab11:checked + span.sheet-tab11, +.charsheet input.sheet-tab12:checked + span.sheet-tab12, +.charsheet input.sheet-tab13:checked + span.sheet-tab13, +.charsheet input.sheet-tab14:checked + span.sheet-tab14, +.charsheet input.sheet-tab15:checked + span.sheet-tab15, +.charsheet input.sheet-tab16:checked + span.sheet-tab16, +.charsheet input.sheet-tab17:checked + span.sheet-tab17, +.charsheet input.sheet-tab18:checked + span.sheet-tab18, +.charsheet input.sheet-tab19:checked + span.sheet-tab19, +.charsheet input.sheet-tab20:checked + span.sheet-tab20, +.charsheet input.sheet-tab21:checked + span.sheet-tab21, +.charsheet input.sheet-tab22:checked + span.sheet-tab22, +.charsheet input.sheet-tab23:checked + span.sheet-tab23, +.charsheet input.sheet-tab24:checked + span.sheet-tab24, +.charsheet input.sheet-tab25:checked + span.sheet-tab25, +.charsheet input.sheet-tab26:checked + span.sheet-tab26, +.charsheet input.sheet-tab27:checked + span.sheet-tab27, +.charsheet input.sheet-tab28:checked + span.sheet-tab28, +.charsheet input.sheet-tab29:checked + span.sheet-tab29, +.charsheet input.sheet-tab30:checked + span.sheet-tab30, +.charsheet input.sheet-tab31:checked + span.sheet-tab31, +.charsheet input.sheet-tab32:checked + span.sheet-tab32, +.charsheet input.sheet-tab33:checked + span.sheet-tab33, +.charsheet input.sheet-tab34:checked + span.sheet-tab34, +.charsheet input.sheet-tab35:checked + span.sheet-tab35, +.charsheet input.sheet-tab36:checked + span.sheet-tab36, +.charsheet input.sheet-tab37:checked + span.sheet-tab37, +.charsheet input.sheet-tab38:checked + span.sheet-tab38, +.charsheet input.sheet-tab39:checked + span.sheet-tab39, +.charsheet input.sheet-tab40:checked + span.sheet-tab40, +.charsheet input.sheet-tab41:checked + span.sheet-tab41, +.charsheet input.sheet-tab42:checked + span.sheet-tab42, +.charsheet input.sheet-tab43:checked + span.sheet-tab43, +.charsheet input.sheet-tab44:checked + span.sheet-tab44, +.charsheet input.sheet-tab45:checked + span.sheet-tab45, +.charsheet input.sheet-tab46:checked + span.sheet-tab46, +.charsheet input.sheet-tab47:checked + span.sheet-tab47, +.charsheet input.sheet-tab48:checked + span.sheet-tab48, +.charsheet input.sheet-tab49:checked + span.sheet-tab49, +.charsheet input.sheet-tab50:checked + span.sheet-tab50, +.charsheet input.sheet-tab51:checked + span.sheet-tab51, +.charsheet input.sheet-tab52:checked + span.sheet-tab52, +.charsheet input.sheet-tab53:checked + span.sheet-tab53, +.charsheet input.sheet-tab54:checked + span.sheet-tab54, +.charsheet input.sheet-tab55:checked + span.sheet-tab55, +.charsheet input.sheet-tab56:checked + span.sheet-tab56, +.charsheet input.sheet-tab57:checked + span.sheet-tab57, +.charsheet input.sheet-tab58:checked + span.sheet-tab58, +.charsheet input.sheet-tab59:checked + span.sheet-tab59, +.charsheet input.sheet-tab60:checked + span.sheet-tab60, +.charsheet input.sheet-tab61:checked + span.sheet-tab61, +.charsheet input.sheet-tab62:checked + span.sheet-tab62, +.charsheet input.sheet-tab63:checked + span.sheet-tab63, +.charsheet input.sheet-tab64:checked + span.sheet-tab64, +.charsheet input.sheet-tab65:checked + span.sheet-tab65, +.charsheet input.sheet-tab66:checked + span.sheet-tab66, +.charsheet input.sheet-tab67:checked + span.sheet-tab67, +.charsheet input.sheet-tab68:checked + span.sheet-tab68, +.charsheet input.sheet-tab69:checked + span.sheet-tab69, +.charsheet input.sheet-tab70:checked + span.sheet-tab70, +.charsheet input.sheet-tab71:checked + span.sheet-tab71, +.charsheet input.sheet-tab72:checked + span.sheet-tab72, +.charsheet input.sheet-tab73:checked + span.sheet-tab73, +.charsheet input.sheet-tab74:checked + span.sheet-tab74, +.charsheet input.sheet-tab75:checked + span.sheet-tab75, +.charsheet input.sheet-tab76:checked + span.sheet-tab76 { + display: inline-table; + background: #ab8b57; + color: white; + border-radius: 4px; +} + +input[type="radio"] +{ + opacity: 0; + width: 120; + height: 30px; + position: absolute; + cursor: pointer; + z-index: 1; +} +input[type="checkbox"] +{ + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} +input.sheet-tab + span::before, +input.sheet-tab + span::before +{ + margin-right: 4px; + border: solid 1px #a8a8a8; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + + -moz-box-shadow: 0 0 2px #ccc; + -webkit-box-shadow: 0 0 2px #ccc; + box-shadow: 0 0 2px #ccc; + + background: #f6f6f6; + background: -moz-radial-gradient(#f6f6f6, #dfdfdf); + background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); + background: -ms-radial-gradient(#f6f6f6, #dfdfdf); + background: -o-radial-gradient(#f6f6f6, #dfdfdf); + background: radial-gradient(#f6f6f6, #dfdfdf); +} label { display:inline; @@ -252,11 +434,10 @@ label { h2,h3,h4,h5,h6,h7,h8,h9 { line-height:1em; margin:inherit; - text-shadow: 2px 2px #000; display:inline; font-family: Arial; font-size:.8125rem; - color: rgb(189, 191, 188); + color: #000; } @@ -520,8 +701,416 @@ h1 { border: .5px; } -button, +button { + background-color: #7C0303; +} button:hover, { - background-color: rgb(3, 71, 132); + background-image: url("http://www.commentnation.com/backgrounds/images/parchment_paper_seamless_pattern.jpg"); } button:active + +/*/ Styles for 2ESheet rolltemplates /*/ + +/*/ Styles common to all 2E Templates /*/ +.sheet-rolltemplate-2Edefault div.sheet-template-container, +.sheet-rolltemplate-2Eattack div.sheet-template-container, +.sheet-rolltemplate-2Espell div.sheet-template-container, +.sheet-rolltemplate-2Echeck div.sheet-template-container, +.sheet-rolltemplate-2Esave div.sheet-template-container { + border: none; + text-align: left; +} + +.sheet-rolltemplate-2Edefault th.sheet-template-title1, +.sheet-rolltemplate-2Eattack th.sheet-template-title1, +.sheet-rolltemplate-2Espell th.sheet-template-title1, +.sheet-rolltemplate-2Echeck th.sheet-template-title1, +.sheet-rolltemplate-2Esave th.sheet-template-title1 { + font-size: 12pt; + font-weight: bold; + font-family: "verdana", "tahoma", "ariel"; + text-align: center; + color: white; + border: none; + padding: 2px; + margin: 0px; + background-color: none; +} + +.sheet-rolltemplate-2Edefault th.sheet-template-title2, +.sheet-rolltemplate-2Eattack th.sheet-template-title2, +.sheet-rolltemplate-2Espell th.sheet-template-title2, +.sheet-rolltemplate-2Echeck th.sheet-template-title2, +.sheet-rolltemplate-2Esave th.sheet-template-title2 { + font-size: 12pt; + font-weight: bold; + font-family: "verdana", "tahoma", "ariel"; + text-align: center; + color: black; + border: none; + padding: 2px; + margin: 0px; + background-color: none; +} + +.sheet-rolltemplate-2Edefault th.sheet-template-subtitle1, +.sheet-rolltemplate-2Eattack th.sheet-template-subtitle1, +.sheet-rolltemplate-2Espell th.sheet-template-subtitle1, +.sheet-rolltemplate-2Echeck th.sheet-template-subtitle1, +.sheet-rolltemplate-2Esave th.sheet-template-subtitle1 { + font-size: 8pt; + font-weight: normal; + font-style: italic; + font-family: "verdana", "tahoma", "ariel"; + text-align: center; + color: white; + border: none; + padding: 1px; + margin: 0px; + background-color: none; +} + +.sheet-rolltemplate-2Edefault th.sheet-template-subtitle2, +.sheet-rolltemplate-2Eattack th.sheet-template-subtitle2, +.sheet-rolltemplate-2Espell th.sheet-template-subtitle2, +.sheet-rolltemplate-2Echeck th.sheet-template-subtitle2, +.sheet-rolltemplate-2Esave th.sheet-template-subtitle2 { + font-size: 8pt; + font-style: italic; + font-weight: normal; + font-family: "verdana", "tahoma", "ariel"; + text-align: center; + color: black; + border: none; + padding: 1px; + margin: 0px; + background-color: none; +} + +.sheet-rolltemplate-2Edefault table, +.sheet-rolltemplate-2Eattack table, +.sheet-rolltemplate-2Espell table, +.sheet-rolltemplate-2Echeck table, +.sheet-rolltemplate-2Esave table { + width: 100%; +} + +.sheet-rolltemplate-2Edefault .sheet-template-body tr:nth-child(even), +.sheet-rolltemplate-2Espell .sheet-template-body tr:nth-child(even), +.sheet-rolltemplate-2Echeck .sheet-template-body tr:nth-child(even), +.sheet-rolltemplate-2Esave .sheet-template-body tr:nth-child(even) { + background-color: #e0e0e0; +} +.sheet-rolltemplate-2Edefault .sheet-template-body tr:nth-child(odd), +.sheet-rolltemplate-2Espell .sheet-template-body tr:nth-child(odd), +.sheet-rolltemplate-2Echeck .sheet-template-body tr:nth-child(odd), +.sheet-rolltemplate-2Esave .sheet-template-body tr:nth-child(odd) { + background-color: #f4f4f4; +} + +.sheet-rolltemplate-2Edefault div.sheet-template-body, +.sheet-rolltemplate-2Eattack div.sheet-template-body, +.sheet-rolltemplate-2Espell div.sheet-template-body, +.sheet-rolltemplate-2Echeck div.sheet-template-body, +.sheet-rolltemplate-2Esave div.sheet-template-body { + border: 1px solid black; + border-bottom-right-radius: 8px; + border-bottom-left-radius: 8px; + background: #727272; + padding: 4px; + margin-top: -1px; +} + +.sheet-rolltemplate-2Edefault div.sheet-default-head, +.sheet-rolltemplate-2Eattack div.sheet-attack-head, +.sheet-rolltemplate-2Espell div.sheet-spell-head, +.sheet-rolltemplate-2Echeck div.sheet-check-head, +.sheet-rolltemplate-2Esave div.sheet-save-head { + border: 1px solid #000000; + border-top-right-radius: 8px; + border-top-left-radius: 8px; + padding: 3px; + padding-top: 5px; + margin-bottom: 0px; +} + +/*/ Styles for the 2Edefault Template /*/ +.sheet-rolltemplate-2Edefault div.sheet-default-head { + background: #093a01; +} + +.sheet-rolltemplate-2Edefault td.sheet-default-c1 { + font-size: 9pt; + font-weight: bold; + text-transform: capitalize; + color: #000000; + text-align: center; + font-family: "verdana"; + border: 1px solid black; + border-right: none; + padding: 4px; + margin: 0px; +} + +.sheet-rolltemplate-2Edefault td.sheet-default-c2 { + font-size: 10pt; + color: #000000; + text-align: center; + font-family: "verdana"; + border: 1px solid black; + border-left: none; + padding: 4px; + margin: 0px; +} + +.sheet-rolltemplate-2Edefault td.sheet-default-c3 { + font-size: 9pt; + color: #000000; + text-align: left; + font-family: "verdana"; + border: 1px solid black; + padding: 4px; + margin: 0px; +} + + +/*/ Styles for the 2Eattack Template /*/ +.sheet-rolltemplate-2Eattack div.sheet-attack-head { + background: #a01616; +} + +.sheet-rolltemplate-2Eattack td { + padding: 5px; + text-align: center; + background-color: #f4f4f4; +} + +.sheet-rolltemplate-2Eattack span.sheet-weapon-used { + text-align: center; + font-size: 10pt; + font-style: italic; + color: black; +} + +.sheet-rolltemplate-2Eattack td.sheet-attack-c1 { + vertical-align: bottom; + width: 33%; +} + +.sheet-rolltemplate-2Eattack td.sheet-attack-c2 { + position: relative; + background-image: url("http://i.imgur.com/rFM5RnH.png"); + background-repeat: no-repeat; + background-size: 50px 50px; + background-position: center; + height: 50px; + width: 33%; +} + +.sheet-rolltemplate-2Eattack td.sheet-attack-c3 { + position: relative; + background-image: url("http://i.imgur.com/QFPPKuq.png"); + background-repeat: no-repeat; + background-size: 50px 50px; + background-position: center; + height: 50px; +} + +.sheet-rolltemplate-2Eattack td.sheet-attack-c4 { + vertical-align: top; +} + +.sheet-rolltemplate-2Eattack td.sheet-attack-c5 { + background-color: #093a01; + font-size: 12pt; + font-weight: bold; + font-style: italic; + font-family: "verdana", "tahoma", "ariel"; + color: #ffffff; +} + +.sheet-rolltemplate-2Eattack span.sheet-attack-crit { + font-size: 10pt; + font-weight: normal; + padding: 2px; +} + +.sheet-rolltemplate-2Eattack td.sheet-attack-c6 { + background-color: #a01616; + font-size: 12pt; + font-weight: bold; + font-style: italic; + font-family: "verdana", "tahoma", "ariel"; + color: #ffffff; +} + +.sheet-rolltemplate-2Eattack span.sheet-attack-fumble { + font-size: 10pt; + font-weight: normal; + padding: 2px; +} + +/*/ Inline Roll Styling for 2Eattack Template /*/ +.sheet-rolltemplate-2Eattack .inlinerollresult { + display: inline-block; + font-size: 12pt; + font-weight: bold; + color: #000000; + text-align: center; + vertical-align: middle; + border: none; + background-color: white; +} +.sheet-rolltemplate-2Eattack .inlinerollresult.fullcrit { + color: #093a01; + border: none; +} +.sheet-rolltemplate-2Eattack .inlinerollresult.fullfail { + color: #a01616; + border: none; +} +.sheet-rolltemplate-2Eattack .inlinerollresult.importantroll { + color: #000000; + border: none; +} + +/*/ Styles for the 2Espell Template /*/ +.sheet-rolltemplate-2Espell div.sheet-spell-head { + background: #1f2354; +} + +.sheet-rolltemplate-2Espell td.sheet-spell-c1 { + font-size: 10pt; + color: #000000; + text-align: center; + font-family: "verdana"; + border: 1px solid black; + padding: 4px; + margin: 0px; + width: 50%; +} + +.sheet-rolltemplate-2Espell span.sheet-spell-prop { + font-size: 9pt; + font-weight: bold; + color: #000000; + text-align: center; + font-family: "verdana"; +} + +.sheet-rolltemplate-2Espell td.sheet-spell-c2 { + font-size: 9pt; + color: #000000; + text-align: left; + font-family: "verdana"; + border: 1px solid black; + padding: 3px; + margin: 0px; +} + +/*/ Styles for the 2Esave Template /*/ +.sheet-rolltemplate-2Esave div.sheet-save-head { + background: #f26f2e; +} + +.sheet-rolltemplate-2Esave td.sheet-save-c1 { + font-size: 9pt; + font-weight: bold; + text-transform: capitalize; + color: #000000; + text-align: center; + font-family: "verdana"; + border: none; + padding: 4px; + margin: 0px; +} + +.sheet-rolltemplate-2Esave td.sheet-save-c2 { + font-size: 10pt; + font-weight: bold; + text-transform: capitalize; + text-align: center; + font-family: "verdana"; + border: none; + padding: 4px; + margin: 0px; +} + +.sheet-rolltemplate-2Esave td.sheet-save-c3 { + background-color: #093a01; + border: none; + font-size: 12pt; + font-weight: bold; + font-style: italic; + font-family: "verdana"; + text-align: center; + color: #ffffff; + padding: 4px; + margin: 0px; +} + +.sheet-rolltemplate-2Esave td.sheet-save-c4 { + background-color: #a01616; + border: none; + font-size: 12pt; + font-weight: bold; + font-style: italic; + font-family: "verdana"; + text-align: center; + color: #ffffff; + padding: 4px; + margin: 0px; +} + +.sheet-rolltemplate-2Echeck div.sheet-check-head { + background: #512E5F; +} + +.sheet-rolltemplate-2Echeck td.sheet-check-c1 { + font-size: 9pt; + font-weight: bold; + text-transform: capitalize; + color: #000000; + text-align: center; + font-family: "verdana"; + border: none; + padding: 4px; + margin: 0px; +} + +.sheet-rolltemplate-2Echeck td.sheet-check-c2 { + font-size: 10pt; + font-weight: bold; + text-transform: capitalize; + text-align: center; + font-family: "verdana"; + border: none; + padding: 4px; + margin: 0px; +} + +.sheet-rolltemplate-2Echeck td.sheet-check-c3 { + background-color: #093a01; + border: none; + font-size: 12pt; + font-weight: bold; + font-style: italic; + font-family: "verdana"; + text-align: center; + color: #ffffff; + padding: 4px; + margin: 0px; +} + +.sheet-rolltemplate-2Echeck td.sheet-check-c4 { + background-color: #a01616; + border: none; + font-size: 12pt; + font-weight: bold; + font-style: italic; + font-family: "verdana"; + text-align: center; + color: #ffffff; + padding: 4px; + margin: 0px; +} \ No newline at end of file diff --git a/AD&D 2E Revised/sheet.json b/AD&D 2E Revised/sheet.json index 7b97b12fe1..55329ccedd 100644 --- a/AD&D 2E Revised/sheet.json +++ b/AD&D 2E Revised/sheet.json @@ -1,8 +1,8 @@ { "html": "2ESheet.html", "css": "2EStyle.css", - "authors": "Seth F. based on the sheet built by Dylan G.", + "authors": "SFX", "preview": "2EPreview.png", - "roll20userid's'": "877778", - "instructions": "This is a revised sheet for Advanced Dungeons and Dragons 2nd Edition for both Player Characters and Monsters. The sheet no longer requires +'s in front of numbers except where they already exist. -'s are still needed where applicable. Numerous Skills and Powers sections have been added. As well as Psionics, both versions. If in need of assistance or to report a bug, please send a message to https://app.roll20.net/users/877778/seth-f and I will be happy to assist you." -} \ No newline at end of file + "roll20userid": "877778", + "instructions": "This is a revised sheet for Advanced Dungeons and Dragons 2nd Edition for both Player Characters and Monsters. The sheet no longer requires +'s in front of numbers except where they already exist. -'s are still needed where applicable. Numerous Skills and Powers sections have been added. As well as Psionics, both versions. Weapons sections have been split to accomadate the introduction of specific modifiers. If in need of assistance or to report a bug, please send a message to https://app.roll20.net/users/877778/SFX and I will be happy to assist you." +} diff --git a/AD&D_1E/1ESheet.html b/AD&D_1E/1ESheet.html index dcf3bcf1e6..9ffbef2ef6 100644 --- a/AD&D_1E/1ESheet.html +++ b/AD&D_1E/1ESheet.html @@ -231,10 +231,10 @@ - - + +
Rods, Staves, and Wands
Breath Weapon
Paralysis, Poison, and Death
Petrification, Polymorph
Rods, Staves, and Wands
Breath Weapon
Spells
@@ -611,7 +611,7 @@