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+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/da.json b/5eShaped/translations/da.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/da.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/de.json b/5eShaped/translations/de.json
new file mode 100644
index 0000000000..911d112648
--- /dev/null
+++ b/5eShaped/translations/de.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1.",
+ "2nd":"2.",
+ "3rd":"3.",
+ "4th":"4.",
+ "5th":"5.",
+ "6th":"6.",
+ "7th":"7.",
+ "8th":"8.",
+ "9th":"9.",
+ "ABILITY":"Fähigkeit",
+ "ABILITY_CHECKS":"Fähigkeits-Check",
+ "ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_SCORES":"Ability scores",
+ "ABJURATION":"Bannzauber",
+ "AC":"RK",
+ "ACID":"acid",
+ "ACROBATICS":"Akrobatik",
+ "ACTION":"Aktion",
+ "ACTIONS":"Aktionen",
+ "AC_ARMORED":"Gepanzerte-RK",
+ "AC_UNARMORED":"Ungepanzerte-RK",
+ "AC_UNARMORED_ABILITY":"Ungepanzerte Fähigkeit",
+ "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Add half proficiency
to unproficient saving throws",
+ "ADVANTAGE":"Vorteil",
+ "AGE":"Alter",
+ "ALIGNMENT":"Gesinnung",
+ "ALL":"Alles",
+ "AMMO":"Munition",
+ "AMMO_AUTO_USE":"Automatically use ammo",
+ "AMMO_WEIGHT":"Munitionsgewicht",
+ "ANIMALHANDLING":"Umgang mit Tieren",
+ "APPEARANCE":"Aussehen",
+ "ARCANA":"Arkanes",
+ "ARMOR":"Rüstung",
+ "ARMORED_AND_UNARMORED":"Panzer und Ungepanzerten",
+ "ARMOR_CLASS":"Rüstungsklasse",
+ "ATHLETICS":"Athletik",
+ "ATK":"ATT",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Angriff",
+ "ATTACKS":"Angriffe",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Hintergrund",
+ "BARBARIAN":"Barbar",
+ "BARD":"Barde",
+ "BIG":"Big",
+ "BLINDSIGHT":"Blindsicht",
+ "BLIND_BEYOND":"Blind danach",
+ "BLUDGEONING":"bludgeoning",
+ "BONDS":"Verpflichtungen",
+ "BONUS":"Bonus",
+ "BONUSES":"Boni",
+ "BONUSES_AND_PENALTIES":"Boni & Mali",
+ "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":"Graben",
+ "CANCEL":"Cancel",
+ "CANTRIP":"Zaubertrick",
+ "CANTRIPS":"Zaubertricks",
+ "CAN_HAVE":"Kann haben",
+ "CARRIED":"Getragen",
+ "CARRYING_CAPACITY":"Trage-Kapazität",
+ "CARRYING_PUSH_DRAG_LIFT":"Ziehen\/Schieben\/Heben",
+ "CASTERS_FULL":"Voll (9. ebene: Barde, Kleriker, Druide, Hexenmeister, Zauberer)",
+ "CASTERS_HALF":"Hälfte (5. ebene: Paladin, Waldläufer)",
+ "CASTERS_THIRD":"Dritte (3. ebene: Arcane Urbilder)",
+ "CASTING_TIME":"Zauberzeit",
+ "CHA":"Cha",
+ "CHALLENGE":"Herausforderung",
+ "CHARACTER":"Charakter",
+ "CHARACTER_NAME":"Charaktename",
+ "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Charaktername bei allen Würfen",
+ "CHARISMA":"Charisma",
+ "CHECK":"Check",
+ "CHECK_BONUS":"Check-Bonus",
+ "CLASS":"Klasse",
+ "CLASS_AND_LEVEL":"Klasse & Stufe",
+ "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":"Klassenstufen",
+ "CLERIC":"Kleriker",
+ "CLIMB":"Klettern",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Komponenten",
+ "CON":"Kon",
+ "CONC":"Konz.",
+ "CONCENTRATION":"Konzentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Konditionen Immunitäten",
+ "CONJURATION":"Beschwörung",
+ "CONSTITUTION":"Konstitution",
+ "CONTENT":"Inhalt",
+ "CORE":"Kern",
+ "CRIT":"Krit",
+ "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":"Krit-Ab",
+ "CURRENT":"Aktuell",
+ "CUSTOM":"Benutzerdef.",
+ "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",
+ "DEATH_SAVES":"Todesrettung",
+ "DEATH_SAVING_THROW":"Todesrettung",
+ "DEATH_SAVING_THROWS":"Todesrettungswürfe",
+ "DECEPTION":"Täuschung",
+ "DEFAULT_ABILITY":"Standardfähigkeit",
+ "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",
+ "DIE":"Würfel",
+ "DISADVANTAGE":"Nachteil",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Erkenntniszauber",
+ "DMG":"DMG",
+ "DONT":"Nacht",
+ "DRUID":"Druide",
+ "DURATION":"Dauer",
+ "EFFECT":"Effekt",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Verzauberung",
+ "ENCUMBERED":"Beladen",
+ "ENCUMBERED_HEAVILY":"Schw. Beladen",
+ "EQUIPMENT":"Ausrüstung",
+ "EVERY":"every",
+ "EVOCATION":"Hervorrufung",
+ "EXHAUSTION_LEVEL":"Erschöpfungsstufe",
+ "EXHAUSTION_LEVEL_1":"Nachteil auf Fähigkeitschecks",
+ "EXHAUSTION_LEVEL_2":"Geschwindigkeit halbiert",
+ "EXHAUSTION_LEVEL_3":"Nachteil auf Angriffswürfe & Rettungswürfe",
+ "EXHAUSTION_LEVEL_4":"Trefferpunkte-Maximum halbiert",
+ "EXHAUSTION_LEVEL_5":"Geschwindigkeit reduziert auf 0",
+ "EXHAUSTION_LEVEL_6":"Tod",
+ "EXPERIENCE_POINTS":"Erfahrungspunkte",
+ "EXPERTISE":"Sachverstand",
+ "EXTRAS":"Extras",
+ "EYES":"Augen",
+ "FAILURES":"Fehlschläge",
+ "FEATURES":"Talente",
+ "FEATURES_AND_TRAITS":"Talente & Fertigkeiten",
+ "FIELD":"Field",
+ "FIGHTER":"Kämpfer",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Einfache Heilung",
+ "FLAWS":"Schwachstellen",
+ "FLY":"Fliegen",
+ "FORCE":"force",
+ "FREEFORM":"Freiform",
+ "FREETEXT":"Freitext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Geschlecht",
+ "GENERATE_SKILLS":"Fertigkeiten erzeugen",
+ "HAIR":"Haar",
+ "HALFLING_LUCK":"Halblings Glück",
+ "HEAL":"Heilung",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Schwere Rüstung",
+ "HEIGHT":"Höhe",
+ "HIDE_NPC_INFO":"Verstecke NPC Info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Verstecke Action Freitexte",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Verstecke Effekt",
+ "HIDE_NPC_INFO_NOTE":"Please see the wiki. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Verstecke Wiederaufladung",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Verstecke Rettungswurf SG",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Verstecke Rettungswurf Fehlschlag",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Verstecke Rettungswurf Erfolg",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Verstecke Zauberinfo",
+ "HIGHER_LEVEL":"Höhere Stufe",
+ "HISTORY":"Geschichte",
+ "HIT_DICE":"Trefferwürfel",
+ "HIT_POINTS":"Trefferpunkte",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp TP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Schweben",
+ "HUGE":"Enorm",
+ "IDEALS":"Ideale",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Einschätzen",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligenz",
+ "INTIMIDATION":"Einschüchtern",
+ "INVESTIGATION":"Untersuchung",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Sprachen",
+ "LARGE":"Groß",
+ "LBS":"lbs",
+ "LEGENDARY_ACTIONS":"Legendäre Aktionen",
+ "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":"Stufe",
+ "LEVELS":"levels",
+ "LIGHTNING":"lightning",
+ "LIGHT_ARMOR":"Leichte Rüstung",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Makros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medizin",
+ "MEDIUM":"Mittel",
+ "MEDIUM_ARMOR":"Mittlere Rüstung",
+ "MEDIUM_ARMOR_MAX_DEX":"Mittlere Rüstung Max Gesch.",
+ "MELEE":"Nahkampf",
+ "MISC":"Sonstiges",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Sonstige Notizen",
+ "MONK":"Mönch",
+ "MOVEMENT":"Bewegung",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Natur",
+ "NECROMANCY":"Nekromantie",
+ "NECROTIC":"necrotic",
+ "NO":"Nein",
+ "NORMAL":"Normalerweise",
+ "NPC":"NPC",
+ "OTHER":"Andere",
+ "OTHER_ARMOR":"Andere Rüstung",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Andere Befähigungen",
+ "OUTPUT":"Ausgabe",
+ "OUTPUT_SHEET":"Bogen Ausgabe",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Wahrnehmung",
+ "PERFORMANCE":"Auftreten",
+ "PERSONALITY_TRAITS":"Persönlichkeitsmerkmale",
+ "PERSUASION":"Überzeugen",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Vorbereitet",
+ "PROF":"Befähigt",
+ "PROFICIENCIES":"Befähigungen",
+ "PROFICIENCY_BONUS":"Befähigungsbonus",
+ "PROFICIENT":"Tüchtig",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Öffentliche für alle zu sehen",
+ "QTY":"Menge",
+ "QUERY":"Query",
+ "RACE":"Rasse",
+ "RADIANT":"radiant",
+ "RANGE":"Reichweite",
+ "RANGED":"Fernkampf",
+ "RANGER":"Waldläufer",
+ "REACH":"Bereich",
+ "REACTION":"Reaktion",
+ "REACTIONS":"Reaktionen",
+ "RECHARGE":"Aufladung",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Herausragender Athlet",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistenzen & Immunitäten",
+ "RESOURCES":"Ressourcen",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Schurke",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "SAVE_FAILURE":"Save Failure",
+ "SAVE_SUCCESS":"Save Success",
+ "SAVING_DC":"Rettungs-SG",
+ "SAVING_THROW":"Rettungswurf",
+ "SAVING_THROWS":"Rettungswürfe",
+ "SAVING_THROWS_QUERY":"Saving throws query",
+ "SAVING_THROW_DC":"Rettungswurf-SG",
+ "SENSES":"Sinne",
+ "SHIELD":"Schild",
+ "SHORT_REST":"Short Rest",
+ "SHOW_ALL":"Zeige alles",
+ "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":"Zeige Ziel-RK bei Angriffen",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Zeige Ziel-Name bei Angriffen",
+ "SHOW_TOTALS":"Show totals",
+ "SHOW_UNPREPARED_SPELLS":"Show unprepared spells",
+ "SIZE":"Größe",
+ "SKILL":"Fertigkeit",
+ "SKILLS":"Fertigkeiten",
+ "SKIN":"Hautfarbe",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Fingerfertigkeit",
+ "SMALL":"Klein",
+ "SOMATIC_S":"S",
+ "SORCERER":"Hexenmeister",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Geschw.",
+ "SPELL":"Zauber",
+ "SPELLCASTING":"Zaubern",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Zauber",
+ "SPELL_LEVEL":"Zauberstufe",
+ "SPELL_MUST_HAVE":"Zauber muss haben",
+ "SPELL_POINTS":"Zauberpunkte",
+ "SPELL_POINTS_TITLE":"Zauberpunkte",
+ "SPELL_SLOTS":"Zauberslots",
+ "SPELL_SLOTS_TITLE":"Zauberslots",
+ "STATBLOCK":"Statblock",
+ "STEALTH":"Heimlichkeit",
+ "STR":"Str",
+ "STRENGTH":"Stärke",
+ "SUCCESSES":"Erfolge",
+ "SURVIVAL":"Überleben",
+ "SWIM":"Schwimmen",
+ "TARGET":"Ziel",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Sehr klein",
+ "TOTAL":"Gesamt",
+ "TO_TRACKER":"Schicken Tracker",
+ "TRACKER":"Tracker",
+ "TRAITS":"Traits",
+ "TRANSMUTATION":"Verwandlung",
+ "TREMORSENSE":"Erschütterungssinn",
+ "TRUESIGHT":"Wahrsicht",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
+ "TYPE":"Typ",
+ "UNARMORED":"Ungepanzerten",
+ "UNPROFICIENT":"Fehlt Tüchtig",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Sicht",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Hexer",
+ "WARLOCK_SPELL_SLOTS":"Hexer Zauberslots",
+ "WEIGHT":"Gewicht",
+ "WHISPERED_TO_GM":"Raunte der GM",
+ "WIS":"Wei",
+ "WISDOM":"Weisheit",
+ "WIZARD":"Zauberer",
+ "YES":"Ja",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/el.json b/5eShaped/translations/el.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/el.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/en.json b/5eShaped/translations/en.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/en.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/es.json b/5eShaped/translations/es.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/es.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/fr.json b/5eShaped/translations/fr.json
new file mode 100644
index 0000000000..dd40f3aaad
--- /dev/null
+++ b/5eShaped/translations/fr.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1:",
+ "2nd":"2:",
+ "3rd":"3:",
+ "4th":"4:",
+ "5th":"5:",
+ "6th":"6:",
+ "7th":"7:",
+ "8th":"8:",
+ "9th":"9:",
+ "ABILITY":"Caractéristique",
+ "ABILITY_CHECKS":"Jet de carac",
+ "ABILITY_CHECKS_QUERY":"Jet de carac (popup)",
+ "ABILITY_SCORES":"Valeur de carac",
+ "ABJURATION":"Abjuration",
+ "AC":"CA",
+ "ACID":"acide",
+ "ACROBATICS":"Acrobaties",
+ "ACTION":"Action",
+ "ACTIONS":"Actions",
+ "AC_ARMORED":"CA (armure)",
+ "AC_UNARMORED":"CA (sans armure)",
+ "AC_UNARMORED_ABILITY":"Bonus de carac (CA sans armure)",
+ "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Ajoute demi maîtrise
aux jets de sauv. non maîtrisés",
+ "ADVANTAGE":"Avantage",
+ "AGE":"Age",
+ "ALIGNMENT":"Alignement",
+ "ALL":"Tout",
+ "AMMO":"Mun",
+ "AMMO_AUTO_USE":"Utilisation auto des mun",
+ "AMMO_WEIGHT":"Poids des mun",
+ "ANIMALHANDLING":"Dressage",
+ "APPEARANCE":"Apparence",
+ "ARCANA":"Arcanes",
+ "ARMOR":"Armure",
+ "ARMORED_AND_UNARMORED":"Bonus avec et sans armure",
+ "ARMOR_CLASS":"Armure",
+ "ATHLETICS":"Athlétisme",
+ "ATK":"ATQ",
+ "ATTACHERS":"Attaches",
+ "ATTACK":"Attaque",
+ "ATTACKS":"Attaques",
+ "AUTO_REVERT_ADV":"Enlever le (dés)avantage après chaque jet",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbare",
+ "BARD":"Barde",
+ "BIG":"Gros",
+ "BLINDSIGHT":"Vision aveugle",
+ "BLIND_BEYOND":"Aveugle au-delà",
+ "BLUDGEONING":"contondant",
+ "BONDS":"Liens",
+ "BONUS":"Bonus",
+ "BONUSES":"Bonus",
+ "BONUSES_AND_PENALTIES":"Bonus & Malus",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Ajoute automatiquement un bonus\/malus aux jets effectués à l'aide des macros de la fiche de Personnage.
Utilisation: Vous trouvez un objet magique qui vous donne +1 à vos dommages, entrez 1 dans la case Dmg des Armes. Si vous êtes sous les effet du sort Bénediction, entrez \"d4cs0cf0\" dans les cases de jets d'attaque et de jets de sauvegarde.",
+ "BREAK_TIES":"Pas d'égalité",
+ "BURROW":"Vitesse de creusement",
+ "CANCEL":"Annuler",
+ "CANTRIP":"Cantrip",
+ "CANTRIPS":"Cantrips",
+ "CAN_HAVE":"Peuvent avoir",
+ "CARRIED":"Porté",
+ "CARRYING_CAPACITY":"Capacité de charge",
+ "CARRYING_PUSH_DRAG_LIFT":"Pousse\/Tire\/Lève",
+ "CASTERS_FULL":"Total (9ème niveau: Barde, Clerc, Druide, Ensorceleur, Magicien)",
+ "CASTERS_HALF":"Moitié (5ème niveau: Paladin, Rôdeur)",
+ "CASTERS_THIRD":"Tiers (3ème niveau: Archetypes d'Arcane)",
+ "CASTING_TIME":"Temps d'incantation",
+ "CHA":"Cha",
+ "CHALLENGE":"FP",
+ "CHARACTER":"Personnage",
+ "CHARACTER_NAME":"Nom du personnage",
+ "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nom du perso sur tous les jets",
+ "CHARISMA":"Charisme",
+ "CHECK":"Jet",
+ "CHECK_BONUS":"Bonus Jet de Carac",
+ "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_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_LEVELS":"Niveaux de classe",
+ "CLERIC":"Clerc",
+ "CLIMB":"Vitesse d'escalade",
+ "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)",
+ "COLD":"froid",
+ "COLOR":"Couleur",
+ "COMPONENTS":"Composantes",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condensé",
+ "CONDITION_IMMUNITIES":"Immunité
aux conditions",
+ "CONJURATION":"Invocation",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Contenu",
+ "CORE":"Base",
+ "CRIT":"Crit",
+ "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":"Determine les dégâts d'un jet critique. Ne rajoute pas les dégâts de base de l'attaque.",
+ "CRIT_RANGE":"Coup Crit",
+ "CURRENT":"Actuel",
+ "CUSTOM":"Perso.",
+ "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",
+ "DEATH_SAVES":"Sauv 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",
+ "DIE":"Dé",
+ "DISADVANTAGE":"Désavantage",
+ "DISPLAY_TEXT":"Texte affiché",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Ne pas envoyer",
+ "DRUID":"Druide",
+ "DURATION":"Durée",
+ "EFFECT":"Effets",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantement",
+ "ENCUMBERED":"Encombré",
+ "ENCUMBERED_HEAVILY":"L. Encombré",
+ "EQUIPMENT":"Équipement",
+ "EVERY":"chaque",
+ "EVOCATION":"Evocation",
+ "EXHAUSTION_LEVEL":"Niveau d'épuisement",
+ "EXHAUSTION_LEVEL_1":"Désavantage aux jets de caractéristiques",
+ "EXHAUSTION_LEVEL_2":"Vitesse diminuée de moitié",
+ "EXHAUSTION_LEVEL_3":"Désavantage aux jets d'attaque et de sauvegarde",
+ "EXHAUSTION_LEVEL_4":"Points de vie maximums diminués de moitié",
+ "EXHAUSTION_LEVEL_5":"Vitesse réduite à 0",
+ "EXHAUSTION_LEVEL_6":"Mort",
+ "EXPERIENCE_POINTS":"Points d'Expérience",
+ "EXPERTISE":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Yeux",
+ "FAILURES":"Échecs",
+ "FEATURES":"Capacités spéciales",
+ "FEATURES_AND_TRAITS":"Traits Raciaux & Capacités",
+ "FIELD":"Champ",
+ "FIGHTER":"Guerrier",
+ "FILTERS":"Filtres",
+ "FINESSE":"Finesse",
+ "FIRE":"feu",
+ "FLAT_HEAL":"Bonus soin",
+ "FLAWS":"Défauts",
+ "FLY":"Vitesse de vol",
+ "FORCE":"force",
+ "FREEFORM":"Entrée supplémentaire",
+ "FREETEXT":"Texte supplémentaire",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Sexe",
+ "GENERATE_SKILLS":"Générer",
+ "HAIR":"Cheveux",
+ "HALFLING_LUCK":"Chance (Half)",
+ "HEAL":"Soins",
+ "HEAL_FOR":"Soigne",
+ "HEAVY_ARMOR":"Armure Lourde",
+ "HEIGHT":"Taille",
+ "HIDE_NPC_INFO":"Cacher infos PNJ",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Cacher texte sup (action)",
+ "HIDE_NPC_INFO_ATTACK":"Cacher attaque",
+ "HIDE_NPC_INFO_DAMAGE":"Cacher dégâts",
+ "HIDE_NPC_INFO_EFFECT":"Cacher effets",
+ "HIDE_NPC_INFO_NOTE":"Merci de vous référer au wiki. Vous aurez besoin d'une extension de navigateur pour changer le css afin de montrer certaines parties.",
+ "HIDE_NPC_INFO_RECHARGE":"Cacher recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Cacher DD de sauv",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Cacher échec sauv",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Cacher succès sauv",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Cacher contenu des sorts",
+ "HIGHER_LEVEL":"Niveau Sup",
+ "HISTORY":"Histoire",
+ "HIT_DICE":"Dés de vie",
+ "HIT_POINTS":"Points de vie",
+ "HIT_POINTS_TEMPORARY":"Points de vie temporaires",
+ "HIT_POINTS_TEMP":"PV Temp",
+ "HOUSERULES":"Règles maison",
+ "HOVER":"Plane",
+ "HUGE":"Très Grande",
+ "IDEALS":"Idéaux",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Importer",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Bonus initiative",
+ "INSIGHT":"Intuition",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Touche-à-tout",
+ "LAIR_ACTIONS":"Actions de repaire",
+ "LANGUAGES":"Langues",
+ "LARGE":"Grande",
+ "LBS":"lbs",
+ "LEGENDARY_ACTIONS":"Actions légendaires",
+ "LEGENDARY_ACTIONS_TEXT_1":"Un(e)",
+ "LEGENDARY_ACTIONS_TEXT_2":"peut prendre",
+ "LEGENDARY_ACTIONS_TEXT_3":"actions légendaires, en choix parmi les options suivantes. Une seule action légendaire peut être utilisée à la fois et uniquement à la fin du tour d'une autre créature. Un(e)",
+ "LEGENDARY_ACTIONS_TEXT_4":"récupère les actions légendaires dépensées au début de son tour de jeu.",
+ "LEVEL":"Niveau",
+ "LEVELS":"niveaux",
+ "LIGHTNING":"foudre",
+ "LIGHT_ARMOR":"Armure Légère",
+ "LONG_REST":"Repos Long",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Médecine",
+ "MEDIUM":"Moyenne",
+ "MEDIUM_ARMOR":"Armure Intermédiaire",
+ "MEDIUM_ARMOR_MAX_DEX":"Bonus dex max
(armure intermédaire)",
+ "MELEE":"Mêlée",
+ "MISC":"Autre",
+ "MISCELLANEOUS":"Divers",
+ "MISCELLANEOUS_NOTES":"Notes diverses",
+ "MONK":"Moine",
+ "MOVEMENT":"Mouvement",
+ "MULTIPLIER":"Multiplicateur",
+ "NAME":"Nom",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancie",
+ "NECROTIC":"nécrotique",
+ "NO":"Non",
+ "NORMAL":"Normal",
+ "NPC":"PNJ",
+ "OTHER":"Autre",
+ "OTHER_ARMOR":"Autre type d'Armure",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Maîtrises & Langues",
+ "OUTPUT":"Options d'affichage",
+ "OUTPUT_SHEET":"Option d'affichage",
+ "PALADIN":"Paladin",
+ "PC":"PJ",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Représentation",
+ "PERSONALITY_TRAITS":"Traits de personnalité",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"perforant",
+ "POINTS_OF_ORIGIN":"Point d'origine",
+ "POISON":"poison",
+ "PREPARED":"Préparé",
+ "PROF":"Maît",
+ "PROFICIENCIES":"Maîtrises",
+ "PROFICIENCY_BONUS":"Bonus de maîtrise",
+ "PROFICIENT":"Maîtrise",
+ "PSYCHIC":"psychique",
+ "PUBLIC_FOR_ALL":"Public",
+ "QTY":"Qté",
+ "QUERY":"Varie",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Portée",
+ "RANGED":"Tir",
+ "RANGER":"Rôdeur",
+ "REACH":"Allonge",
+ "REACTION":"Réaction",
+ "REACTIONS":"Réactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Effets régionaux",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Athlète remarquable",
+ "REQUIRES_API":"Cette fonctionnalité nécessite l'usage de l'API",
+ "RESISTANCES_AND_IMMUNITIES":"Résistances & Immunités",
+ "RESOURCES":"Resources",
+ "RESTS":"Repos",
+ "RITUAL":"Rituel",
+ "ROGUE":"Roublard",
+ "ROLL_2":"2 Jets",
+ "ROLL_OPTIONS":"Option de jet",
+ "ROLL_TEMPLATE":"Affichage des jets",
+ "SAVE_FAILURE":"Échec",
+ "SAVE_SUCCESS":"Réussite",
+ "SAVING_DC":"DD de sauv",
+ "SAVING_THROW":"Jet de sauv",
+ "SAVING_THROWS":"Jets de sauvegarde",
+ "SAVING_THROWS_QUERY":"Jets de sauvegarde (popup)",
+ "SAVING_THROW_DC":"DD jet de sauv",
+ "SENSES":"Sens",
+ "SHIELD":"Bouclier",
+ "SHORT_REST":"Repos 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 slots sont utilisés",
+ "SHOW_TARGET_AC_ON_ATTACKS":"CA de la cible sur les jets d'attaque",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Nom de la cible sur les jets d'attaque\/sauv.",
+ "SHOW_TOTALS":"Voir totaux",
+ "SHOW_UNPREPARED_SPELLS":"Voir sorts non préparés",
+ "SIZE":"Catégorie de taille",
+ "SKILL":"Compétence",
+ "SKILLS":"Compétences",
+ "SKIN":"Peau",
+ "SLASHING":"tranchant",
+ "SLEIGHTOFHAND":"Escamotage",
+ "SMALL":"Petite",
+ "SOMATIC_S":"S",
+ "SORCERER":"Ensorceleur",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Effects spéciaux",
+ "SPEED":"Vitesse",
+ "SPELL":"Sort",
+ "SPELLCASTING":"Lancement de sort",
+ "SPELLCASTING_LEVEL":"Niveau de lanceur de sort",
+ "SPELLS":"Sorts",
+ "SPELL_LEVEL":"Niveau du sort",
+ "SPELL_MUST_HAVE":"Soirts doivent avoir",
+ "SPELL_POINTS":"Points",
+ "SPELL_POINTS_TITLE":"Points de sort",
+ "SPELL_SLOTS":"Emplacem.",
+ "SPELL_SLOTS_TITLE":"Emplacement de sort",
+ "STATBLOCK":"Bloc de stats",
+ "STEALTH":"Discrétion",
+ "STR":"For",
+ "STRENGTH":"Force",
+ "SUCCESSES":"Réussites",
+ "SURVIVAL":"Survie",
+ "SWIM":"Vitesse de nage",
+ "TARGET":"Cible",
+ "TEXT_SIZE":"Taille de texte",
+ "THUNDER":"tonnerre",
+ "TINY":"Très Petite",
+ "TOTAL":"Total",
+ "TO_TRACKER":"Envoyer au \"Turn Order\"",
+ "TRACKER":"Turn Order",
+ "TRAITS":"Traits",
+ "TRANSMUTATION":"Transmutation",
+ "TREMORSENSE":"Perception des vibrations",
+ "TRUESIGHT":"Vision véritable",
+ "TURN_OFF_FILTERING":"Décochez \"filtres\" si vous ne voyez pas les sorts récement créés",
+ "TYPE":"Type",
+ "UNARMORED":"Pas une armure",
+ "UNPROFICIENT":"Non Maîtrisée",
+ "USED":"Utilisé",
+ "USES":"Charges",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"contre démons ou mort-vivants",
+ "WARLOCK":"Sorcier",
+ "WARLOCK_SPELL_SLOTS":"Emplacement de sort (Sorcier)",
+ "WEIGHT":"Poids",
+ "WHISPERED_TO_GM":"Chuchoter au MJ",
+ "WIS":"Sag",
+ "WISDOM":"Sagesse",
+ "WIZARD":"Magicien",
+ "YES":"Oui",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 action bonus",
+ "1_REACTION":"1 réaction",
+ "1_MINUTE":"1 minute",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 heure",
+ "8_HOURS":"8 heures",
+ "12_HOURS":"12 heures",
+ "24_HOURS":"24 heures",
+ "7_DAYS":"7 jours",
+ "10_DAYS":"10 jours",
+ "30_DAYS":"30 jours",
+ "INSTANTANEOUS":"Instantané",
+ "UNTIL_DISPELLED":"jusqu'à dissipation",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"jusqu'à dissipation ou déclenchement",
+ "UP_TO_1_MINUTE":"jusqu'à 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"jusqu'à 1 round",
+ "UP_TO_6_ROUNDS":"jusqu'à 6 rounds",
+ "UP_TO_10_MINUTES":"jusqu'à 10 minutes",
+ "UP_TO_1_HOUR":"jusqu'à 1 heure",
+ "UP_TO_2_HOURS":"jusqu'à 2 heures",
+ "UP_TO_8_HOURS":"jusqu'à 8 heures",
+ "UP_TO_12_HOURS":"jusqu'à 12 heures",
+ "UP_TO_24_HOURS":"jusqu'à 24 heures",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantané ou 1 heure",
+ "SPECIAL":"Spécial",
+ "HALF_DAMAGE":"moitié dégâts",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"Si la cible est",
+ "ARROWS":"Flèches",
+ "BITE":"Morsure",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"loyal mauvais",
+ "ONE_CREATURE":"une créature",
+ "AMPHIBIOUS":"Amphibien",
+ "ABILITY_CHECK":"Jet de carac",
+ "PASSIVE_ABILITY_CHECK":"Carac passive",
+ "COPPER_PIECES":"Pièces de cuivre",
+ "SILVER_PIECES":"Pièces d'argent",
+ "ELECTRUM_PIECES":"Pièces d'électrum",
+ "GOLD_PIECES":"Pièces d'or",
+ "PLATINUM_PIECES":"Pièces de platine",
+ "TOTAL_GOLD_VALUE":"Total en pièces d'or",
+ "HIT_POINTS_ROLLED":"Points de vie jetés",
+ "AS":"en tant que"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/he.json b/5eShaped/translations/he.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/he.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/it.json b/5eShaped/translations/it.json
new file mode 100644
index 0000000000..4cc1f05257
--- /dev/null
+++ b/5eShaped/translations/it.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1°",
+ "2nd":"2°",
+ "3rd":"3°",
+ "4th":"4°",
+ "5th":"5°",
+ "6th":"6°",
+ "7th":"7°",
+ "8th":"8°",
+ "9th":"9°",
+ "ABILITY":"Caratteristica",
+ "ABILITY_CHECKS":"Prove di caratteristica",
+ "ABILITY_CHECKS_QUERY":"Query prove di caratteristica",
+ "ABILITY_SCORES":"Punteggi di caratteristica",
+ "ABJURATION":"Abiurazione",
+ "AC":"CA",
+ "ACID":"acido",
+ "ACROBATICS":"Acrobazia",
+ "ACTION":"Azione",
+ "ACTIONS":"Azioni",
+ "AC_ARMORED":"CA in armatura",
+ "AC_UNARMORED":"CA senza armatura",
+ "AC_UNARMORED_ABILITY":"Bonus difesa senza armatura",
+ "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS":"Aggiungi metà competenza
ai tiri salvezza senza competenza",
+ "ADVANTAGE":"Vantaggio",
+ "AGE":"Età",
+ "ALIGNMENT":"Allineamento",
+ "ALL":"Tutto",
+ "AMMO":"Munizioni",
+ "AMMO_AUTO_USE":"Usa munizioni automaticamente",
+ "AMMO_WEIGHT":"Peso munizioni",
+ "ANIMALHANDLING":"Addestrare Animali",
+ "APPEARANCE":"Aspetto",
+ "ARCANA":"Arcani",
+ "ARMOR":"Armatura",
+ "ARMORED_AND_UNARMORED":"Armatura e senza armatura",
+ "ARMOR_CLASS":"Classe armatura",
+ "ATHLETICS":"Atletica",
+ "ATK":"ATT",
+ "ATTACHERS":"Aggiunte",
+ "ATTACK":"Attacco",
+ "ATTACKS":"Attacchi",
+ "AUTO_REVERT_ADV":"Ripristina (s)vantaggio automaticamente",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbaro",
+ "BARD":"Bardo",
+ "BIG":"Grande",
+ "BLINDSIGHT":"Vista cieca",
+ "BLIND_BEYOND":"Cieco oltre",
+ "BLUDGEONING":"contundente",
+ "BONDS":"Legami",
+ "BONUS":"Bonus",
+ "BONUSES":"Bonus",
+ "BONUSES_AND_PENALTIES":"Bonus e penalità",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"Aggiungi un bonus\/penalità automaticamente ai tiri fatti usando le macro della scheda.
Utilizzo: se ottieni un oggetto magico che fornisce +1 al CD di salvezza dei tuoi incantesimi, inserisci 1 nel campo CD di salvezza incantesimi. Se sei sotto gli effetti dell'incantesimo Benedire, inserisci \"d4cs0cf0\" in entrambi i campi di tiro per colpire e tiri salvezza.",
+ "BREAK_TIES":"Ignora parità",
+ "BURROW":"Scavare",
+ "CANCEL":"Cancella",
+ "CANTRIP":"Trucchetto",
+ "CANTRIPS":"Trucchetti",
+ "CAN_HAVE":"Può avere",
+ "CARRIED":"Portato",
+ "CARRYING_CAPACITY":"Capacità di carico",
+ "CARRYING_PUSH_DRAG_LIFT":"Spingere\/Trascinare\/Sollevare",
+ "CASTERS_FULL":"Completo (9° livello: Bardo, Chierico, Druido, Stregone, Mago)",
+ "CASTERS_HALF":"Medio (5° livello: Paladino, Ranger)",
+ "CASTERS_THIRD":"Terzo (3° livello: Archetipi arcani)",
+ "CASTING_TIME":"Tempo di lancio",
+ "CHA":"Car",
+ "CHALLENGE":"GS",
+ "CHARACTER":"Personaggio",
+ "CHARACTER_NAME":"Nome del personaggio",
+ "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nome del personaggio nei template di tiro",
+ "CHARISMA":"Carisma",
+ "CHECK":"Prova",
+ "CHECK_BONUS":"Bonus alla prova",
+ "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_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_LEVELS":"Livelli di classe",
+ "CLERIC":"Chierico",
+ "CLIMB":"Scalare",
+ "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)",
+ "COLD":"freddo",
+ "COLOR":"Colore",
+ "COMPONENTS":"Componenti",
+ "CON":"Cos",
+ "CONC":"Conc.",
+ "CONCENTRATION":"Concentrazione",
+ "CONDENSE":"Riduci",
+ "CONDITION_IMMUNITIES":"Immunità alle condizioni",
+ "CONJURATION":"Invocazione",
+ "CONSTITUTION":"Costituzione",
+ "CONTENT":"Contenuto",
+ "CORE":"Base",
+ "CRIT":"Crit.",
+ "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_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",
+ "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",
+ "DIE":"Dado",
+ "DISADVANTAGE":"Svantaggio",
+ "DISPLAY_TEXT":"Testo",
+ "DIVINATION":"Divinazione",
+ "DMG":"DANNI",
+ "DONT":"No",
+ "DRUID":"Druido",
+ "DURATION":"Durata",
+ "EFFECT":"Effetto",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Ammaliamento",
+ "ENCUMBERED":"Sovraccarico",
+ "ENCUMBERED_HEAVILY":"Sovraccarico+",
+ "EQUIPMENT":"Equipagg.",
+ "EVERY":"ogni",
+ "EVOCATION":"Evocazione",
+ "EXHAUSTION_LEVEL":"Livello di sfinimento",
+ "EXHAUSTION_LEVEL_1":"Svantaggio alle prove di caratteristica",
+ "EXHAUSTION_LEVEL_2":"Velocità dimezzata",
+ "EXHAUSTION_LEVEL_3":"Svantaggio ai tiri per colpire e ai tiri salvezza",
+ "EXHAUSTION_LEVEL_4":"Punti ferita massimi dimezzati",
+ "EXHAUSTION_LEVEL_5":"Velocità ridotta a 0",
+ "EXHAUSTION_LEVEL_6":"Morte",
+ "EXPERIENCE_POINTS":"Punti esperienza",
+ "EXPERTISE":"Perizia",
+ "EXTRAS":"Extra",
+ "EYES":"Occhi",
+ "FAILURES":"Fallimenti",
+ "FEATURES":"Caratteristiche",
+ "FEATURES_AND_TRAITS":"Caratteristiche e tratti",
+ "FIELD":"Campo",
+ "FIGHTER":"Guerriero",
+ "FILTERS":"Filtri",
+ "FINESSE":"Finezza",
+ "FIRE":"fuoco",
+ "FLAT_HEAL":"Cura base",
+ "FLAWS":"Difetti",
+ "FLY":"Volare",
+ "FORCE":"forza",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Testo",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Sesso",
+ "GENERATE_SKILLS":"Genera abilità",
+ "HAIR":"Capelli",
+ "HALFLING_LUCK":"Fortuna halfling",
+ "HEAL":"Cura",
+ "HEAL_FOR":"Cura di",
+ "HEAVY_ARMOR":"Armatura pesante",
+ "HEIGHT":"Altezza",
+ "HIDE_NPC_INFO":"Nascondi info NPC",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Nasc. testo azione",
+ "HIDE_NPC_INFO_ATTACK":"Nasc. attacco",
+ "HIDE_NPC_INFO_DAMAGE":"Nasc. danni",
+ "HIDE_NPC_INFO_EFFECT":"Nasc. effetto",
+ "HIDE_NPC_INFO_NOTE":"Controllare la documentazione. È necessaria un'estenzione nel browser per cambiare il css per mostrare certe parti",
+ "HIDE_NPC_INFO_RECHARGE":"Nasc. ricarica",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Nasc. CD tiro salvezza",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Nasc. fallimento tiro salvezza",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Nasc. successo tiro",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Nasc. cont. incantesimo",
+ "HIGHER_LEVEL":"Livelli più alti",
+ "HISTORY":"Storia",
+ "HIT_DICE":"Dadi Vita",
+ "HIT_POINTS":"Punti ferita",
+ "HIT_POINTS_TEMPORARY":"Punti ferita temporanei",
+ "HIT_POINTS_TEMP":"PF temp.",
+ "HOUSERULES":"Regole personalizzate",
+ "HOVER":"Stazionare",
+ "HUGE":"Enorme",
+ "IDEALS":"Ideali",
+ "ILLUSION":"Illusione",
+ "IMPORT":"Importa",
+ "INITIATIVE":"Iniziativa",
+ "INITIATIVE_BONUS":"Bonus Iniziativa",
+ "INSIGHT":"Intuizione",
+ "INSPIRATION":"Ispirazione",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligenza",
+ "INTIMIDATION":"Intimidazione",
+ "INVESTIGATION":"Investigare",
+ "JACK_OF_ALL_TRADES":"Tuttofare",
+ "LAIR_ACTIONS":"Azioni della Tana",
+ "LANGUAGES":"lingue",
+ "LARGE":"Grande",
+ "LBS":"lb",
+ "LEGENDARY_ACTIONS":"Azioni Leggendarie",
+ "LEGENDARY_ACTIONS_TEXT_1":"Il\/La",
+ "LEGENDARY_ACTIONS_TEXT_2":"può usare",
+ "LEGENDARY_ACTIONS_TEXT_3":"azioni leggendarie, a scelta tra le opzioni sottostanti. Può essere usata una sola opzione per volta e solamente al termine del turno di un'altra creatura. Il\/La",
+ "LEGENDARY_ACTIONS_TEXT_4":"riacquista le azioni leggendarie usate all'inizio del proprio turno.",
+ "LEVEL":"Livello",
+ "LEVELS":"Livelli",
+ "LIGHTNING":"fulmine",
+ "LIGHT_ARMOR":"Armatura leggera",
+ "LONG_REST":"Rip. lungo",
+ "MACROS":"Macro",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicina",
+ "MEDIUM":"Media",
+ "MEDIUM_ARMOR":"Armatura media",
+ "MEDIUM_ARMOR_MAX_DEX":"Armatura media max DES",
+ "MELEE":"Mischia",
+ "MISC":"Varie",
+ "MISCELLANEOUS":"Varie",
+ "MISCELLANEOUS_NOTES":"Note",
+ "MONK":"Monaco",
+ "MOVEMENT":"Movimento",
+ "MULTIPLIER":"Moltiplicatore",
+ "NAME":"Nome",
+ "NATURE":"Natura",
+ "NECROMANCY":"Necromanzia",
+ "NECROTIC":"necrotico",
+ "NO":"No",
+ "NORMAL":"Normale",
+ "NPC":"PNG",
+ "OTHER":"Altro",
+ "OTHER_ARMOR":"Altra armatura",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Altre competenze e lingue",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Output scheda",
+ "PALADIN":"Paladino",
+ "PC":"PG",
+ "PERCEPTION":"Percezione",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Tratti personalità",
+ "PERSUASION":"Persuasione",
+ "PIERCING":"perforante",
+ "POINTS_OF_ORIGIN":"Punti di origine",
+ "POISON":"veleno",
+ "PREPARED":"Preparati",
+ "PROF":"Comp.",
+ "PROFICIENCIES":"Competenze",
+ "PROFICIENCY_BONUS":"Bonus competenza",
+ "PROFICIENT":"Competente",
+ "PSYCHIC":"psichico",
+ "PUBLIC_FOR_ALL":"Visibile a tutti",
+ "QTY":"Qtà",
+ "QUERY":"Query",
+ "RACE":"Razza",
+ "RADIANT":"radiante",
+ "RANGE":"Portata",
+ "RANGED":"A distanza",
+ "RANGER":"Ranger",
+ "REACH":"Portata",
+ "REACTION":"Reazione",
+ "REACTIONS":"Reazioni",
+ "RECHARGE":"Ricarica",
+ "REGIONAL_EFFECTS":"Effetti regionali",
+ "RELIGION":"Religione",
+ "REMARKABLE_ATHLETE":"Atleta impressionante",
+ "REQUIRES_API":"Questa opzione richiede l'API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistenze e immunità",
+ "RESOURCES":"Risorse",
+ "RESTS":"Riposo",
+ "RITUAL":"Rituale",
+ "ROGUE":"Furfante",
+ "ROLL_2":"Tira 2",
+ "ROLL_OPTIONS":"Opzioni tiro",
+ "ROLL_TEMPLATE":"Template tiro",
+ "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_DC":"CD tiro salvezza",
+ "SENSES":"Sensi",
+ "SHIELD":"Scudo",
+ "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",
+ "SHOW_TARGET_NAME_ON_ATTACKS":"Nome bersaglio negli attacchi e TS",
+ "SHOW_TOTALS":"Mostra totali",
+ "SHOW_UNPREPARED_SPELLS":"Mostra incantesimi non preparati",
+ "SIZE":"Taglia",
+ "SKILL":"Abilità",
+ "SKILLS":"Abilità",
+ "SKIN":"Pelle",
+ "SLASHING":"tagliente",
+ "SLEIGHTOFHAND":"Agilità di mano",
+ "SMALL":"Piccola",
+ "SOMATIC_S":"S",
+ "SORCERER":"Stregone",
+ "SOURCE":"Fonte",
+ "SPECIAL_EFFECTS":"Effetti speciali",
+ "SPEED":"Velocità",
+ "SPELL":"Incant.",
+ "SPELLCASTING":"Incantatore",
+ "SPELLCASTING_LEVEL":"Livello incantatore",
+ "SPELLS":"Incantesimi",
+ "SPELL_LEVEL":"Livello incant.",
+ "SPELL_MUST_HAVE":"Incantesimi devono avere",
+ "SPELL_POINTS":"Punti inc.",
+ "SPELL_POINTS_TITLE":"Punti inc.",
+ "SPELL_SLOTS":"Slot inc.",
+ "SPELL_SLOTS_TITLE":"Slot inc.",
+ "STATBLOCK":"Statistiche",
+ "STEALTH":"Furtività",
+ "STR":"For",
+ "STRENGTH":"Forza",
+ "SUCCESSES":"Successi",
+ "SURVIVAL":"Sopravvivenza",
+ "SWIM":"Nuotare",
+ "TARGET":"Bersaglio",
+ "TEXT_SIZE":"Dimensione testo",
+ "THUNDER":"tuono",
+ "TINY":"Minuscola",
+ "TOTAL":"Totale",
+ "TO_TRACKER":"Invia al contatore",
+ "TRACKER":"Contatore",
+ "TRAITS":"Tratti",
+ "TRANSMUTATION":"Trasmutazione",
+ "TREMORSENSE":"Senso tellurico",
+ "TRUESIGHT":"Visione del vero",
+ "TURN_OFF_FILTERING":"Se non riesci a vedere incantesimi aggiunti di recente disattiva \"filters\"",
+ "TYPE":"Tipo",
+ "UNARMORED":"senza armatura",
+ "UNPROFICIENT":"Non competente",
+ "USED":"Usati",
+ "USES":"Usi",
+ "VERBAL_V":"V",
+ "VISION":"Vista",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs non morti o immondi",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Slot inc. Warlock",
+ "WEIGHT":"Peso",
+ "WHISPERED_TO_GM":"Sussurrato al GM",
+ "WIS":"Sag",
+ "WISDOM":"Saggezza",
+ "WIZARD":"Mago",
+ "YES":"Sì",
+ "1_ACTION":"1 azione",
+ "1_BONUS_ACTION":"1 azione bonus",
+ "1_REACTION":"1 reazione",
+ "1_MINUTE":"1 minuto",
+ "10_MINUTES":"10 minuti",
+ "1_HOUR":"1 ora",
+ "8_HOURS":"8 ore",
+ "12_HOURS":"12 ore",
+ "24_HOURS":"24 ore",
+ "7_DAYS":"7 giorni",
+ "10_DAYS":"10 giorni",
+ "30_DAYS":"30 giorni",
+ "INSTANTANEOUS":"Istantanea",
+ "UNTIL_DISPELLED":"Finché non è dissolto",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Finché non è dissolto o attivato",
+ "UP_TO_1_MINUTE":"fino a 1 minuto",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"fino a 1 round",
+ "UP_TO_6_ROUNDS":"fino a 6 round",
+ "UP_TO_10_MINUTES":"fino a 10 minuti",
+ "UP_TO_1_HOUR":"fino a 1 ora",
+ "UP_TO_2_HOURS":"fino a 2 ore",
+ "UP_TO_8_HOURS":"fino a 8 ore",
+ "UP_TO_12_HOURS":"fino a 12 ore",
+ "UP_TO_24_HOURS":"fino a 24 ore",
+ "INSTANTANEOUS_OR_1_HOUR":"Istantanea o 1 ora",
+ "SPECIAL":"Speciale",
+ "HALF_DAMAGE":"metà danni",
+ "OR":"o",
+ "IF_THE_TARGET_IS":"Se il bersaglio è",
+ "ARROWS":"Frecce",
+ "BITE":"Morso",
+ "DRAGON":"Drago",
+ "LAWFUL_EVIL":"legale malvagio",
+ "ONE_CREATURE":"una creatura",
+ "AMPHIBIOUS":"Anfibio",
+ "ABILITY_CHECK":"Prova di caratteristica",
+ "PASSIVE_ABILITY_CHECK":"Prova passiva di caratteristica",
+ "COPPER_PIECES":"Monete di rame",
+ "SILVER_PIECES":"Monete d'argento",
+ "ELECTRUM_PIECES":"Monete d'elettro",
+ "GOLD_PIECES":"Monete d'oro",
+ "PLATINUM_PIECES":"Monete di platino",
+ "TOTAL_GOLD_VALUE":"Valore totale in MO",
+ "HIT_POINTS_ROLLED":"Punti ferita tirati",
+ "AS":"come"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/ja.json b/5eShaped/translations/ja.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/ja.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/ko.json b/5eShaped/translations/ko.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/ko.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/nl.json b/5eShaped/translations/nl.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/nl.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/pt.json b/5eShaped/translations/pt.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/pt.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/ru.json b/5eShaped/translations/ru.json
new file mode 100644
index 0000000000..1b8602ab05
--- /dev/null
+++ b/5eShaped/translations/ru.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "ABILITY_CHECKS":"Ability checks",
+ "ABILITY_CHECKS_QUERY":"Ability checks query",
+ "ABILITY_SCORES":"Ability scores",
+ "ABJURATION":"Abjuration",
+ "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",
+ "AGE":"Возраст",
+ "ALIGNMENT":"Мировоззрение",
+ "ALL":"All",
+ "AMMO":"Ammo",
+ "AMMO_AUTO_USE":"Automatically use ammo",
+ "AMMO_WEIGHT":"Ammo weight",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Внешний Вид",
+ "ARCANA":"Arcana",
+ "ARMOR":"Доспехи",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Класс Брони",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Нападки",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Варвар",
+ "BARD":"Бард",
+ "BIG":"Big",
+ "BLINDSIGHT":"Слеповидение",
+ "BLIND_BEYOND":"Blind beyond",
+ "BLUDGEONING":"bludgeoning",
+ "BONDS":"Bonds",
+ "BONUS":"Бонус",
+ "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":"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",
+ "CHA":"Хар",
+ "CHALLENGE":"Challenge",
+ "CHARACTER":"Character",
+ "CHARACTER_NAME":"Имя Персонажа",
+ "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
+ "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",
+ "CLERIC":"Жрец",
+ "CLIMB":"Climb",
+ "COINAGE":"чеканка монет",
+ "COINS_CP":"ММ",
+ "COINS_EP":"ЭМ",
+ "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",
+ "CON":"Tел",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Телосложение",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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":"Лов",
+ "DEXTERITY":"Ловкость",
+ "DICE":"Dice",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Не добавлять",
+ "DRUID":"Друид",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "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",
+ "EXTRAS":"Extras",
+ "EYES":"Глаза",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Воин",
+ "FILTERS":"Filters",
+ "FINESSE":"Фехтовальное",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Пол",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Волосы",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Рост",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Кость Хитов",
+ "HIT_POINTS":"Хит Поинты",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Инт",
+ "INTELLIGENCE":"Интеллект",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Мастер на все руки",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Языки",
+ "LARGE":"Large",
+ "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":"Уровень",
+ "LEVELS":"levels",
+ "LIGHTNING":"lightning",
+ "LIGHT_ARMOR":"Light Armor",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Средние",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Монах",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Наименование",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"Нет",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Другое",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Результат",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Паладин",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "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",
+ "RACE":"Раса",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Следопыт",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Плут",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Размер",
+ "SKILL":"Skill",
+ "SKILLS":"Навыки",
+ "SKIN":"Кожа",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Чародей",
+ "SOURCE":"Источник",
+ "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",
+ "STR":"Сила",
+ "STRENGTH":"Сила",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Всего",
+ "TO_TRACKER":"Добавлять в список",
+ "TRACKER":"Tracker",
+ "TRAITS":"Traits",
+ "TRANSMUTATION":"Transmutation",
+ "TREMORSENSE":"Чувство вибрации",
+ "TRUESIGHT":"Истинное зрение",
+ "TURN_OFF_FILTERING":"If you are unable to see recently added spells turn off \"filters\"",
+ "TYPE":"Тип",
+ "UNARMORED":"Не доспех",
+ "UNPROFICIENT":"Нет владеет",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Колдун",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Вес",
+ "WHISPERED_TO_GM":"Только для ГМ",
+ "WIS":"Муд",
+ "WISDOM":"Мудрость",
+ "WIZARD":"Волшебник",
+ "YES":"Да",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/sv.json b/5eShaped/translations/sv.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/sv.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/tr.json b/5eShaped/translations/tr.json
new file mode 100644
index 0000000000..4685a41f31
--- /dev/null
+++ b/5eShaped/translations/tr.json
@@ -0,0 +1,609 @@
+{
+ "1st":"1st",
+ "2nd":"2nd",
+ "3rd":"3rd",
+ "4th":"4th",
+ "5th":"5th",
+ "6th":"6th",
+ "7th":"7th",
+ "8th":"8th",
+ "9th":"9th",
+ "ABILITY":"Ability",
+ "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",
+ "ANIMALHANDLING":"Animal Handling",
+ "APPEARANCE":"Appearance",
+ "ARCANA":"Arcana",
+ "ARMOR":"Armor",
+ "ARMORED_AND_UNARMORED":"Armored and Unarmored",
+ "ARMOR_CLASS":"Armor class",
+ "ATHLETICS":"Athletics",
+ "ATK":"ATK",
+ "ATTACHERS":"Attachers",
+ "ATTACK":"Attack",
+ "ATTACKS":"Attacks",
+ "AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
+ "BACKGROUND":"Background",
+ "BARBARIAN":"Barbarian",
+ "BARD":"Bard",
+ "BIG":"Big",
+ "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",
+ "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",
+ "CLERIC":"Cleric",
+ "CLIMB":"Climb",
+ "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)",
+ "COLD":"cold",
+ "COLOR":"Color",
+ "COMPONENTS":"Components",
+ "CON":"Con",
+ "CONC":"Conc",
+ "CONCENTRATION":"Concentration",
+ "CONDENSE":"Condense",
+ "CONDITION_IMMUNITIES":"Condition Immunities",
+ "CONJURATION":"Conjuration",
+ "CONSTITUTION":"Constitution",
+ "CONTENT":"Content",
+ "CORE":"Core",
+ "CRIT":"Crit",
+ "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_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",
+ "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",
+ "DIE":"Die",
+ "DISADVANTAGE":"Disadvantage",
+ "DISPLAY_TEXT":"Display text",
+ "DIVINATION":"Divination",
+ "DMG":"DMG",
+ "DONT":"Don't",
+ "DRUID":"Druid",
+ "DURATION":"Duration",
+ "EFFECT":"Effect",
+ "EMOTE":"Emote",
+ "ENCHANTMENT":"Enchantment",
+ "ENCUMBERED":"Encumbered",
+ "ENCUMBERED_HEAVILY":"H. Encumbered",
+ "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":"Expertise",
+ "EXTRAS":"Extras",
+ "EYES":"Eyes",
+ "FAILURES":"Failures",
+ "FEATURES":"Features",
+ "FEATURES_AND_TRAITS":"Features & Traits",
+ "FIELD":"Field",
+ "FIGHTER":"Fighter",
+ "FILTERS":"Filters",
+ "FINESSE":"Finesse",
+ "FIRE":"fire",
+ "FLAT_HEAL":"Flat heal",
+ "FLAWS":"Flaws",
+ "FLY":"Fly",
+ "FORCE":"force",
+ "FREEFORM":"Freeform",
+ "FREETEXT":"Freetext",
+ "GARGANTUAN":"Gargantuan",
+ "GENDER":"Gender",
+ "GENERATE_SKILLS":"Generate skills",
+ "HAIR":"Hair",
+ "HALFLING_LUCK":"Halfling Luck",
+ "HEAL":"Heal",
+ "HEAL_FOR":"Heal for",
+ "HEAVY_ARMOR":"Heavy Armor",
+ "HEIGHT":"Height",
+ "HIDE_NPC_INFO":"Hide NPC info",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"Hide action freetext",
+ "HIDE_NPC_INFO_ATTACK":"Hide attack",
+ "HIDE_NPC_INFO_DAMAGE":"Hide damage",
+ "HIDE_NPC_INFO_EFFECT":"Hide effect",
+ "HIDE_NPC_INFO_NOTE":"Please see the documentation. You'll need to use a browser extension to change the css to show certain parts",
+ "HIDE_NPC_INFO_RECHARGE":"Hide recharge",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"Hide saving throw DC",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"Hide saving throw failure",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"Hide saving throw success",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"Hide spell content",
+ "HIGHER_LEVEL":"Higher level",
+ "HISTORY":"History",
+ "HIT_DICE":"Hit dice",
+ "HIT_POINTS":"Hit points",
+ "HIT_POINTS_TEMPORARY":"Temporary hit points",
+ "HIT_POINTS_TEMP":"Temp HP",
+ "HOUSERULES":"Houserules",
+ "HOVER":"Hover",
+ "HUGE":"Huge",
+ "IDEALS":"Ideals",
+ "ILLUSION":"Illusion",
+ "IMPORT":"Import",
+ "INITIATIVE":"Initiative",
+ "INITIATIVE_BONUS":"Initiative bonus",
+ "INSIGHT":"Insight",
+ "INSPIRATION":"Inspiration",
+ "INT":"Int",
+ "INTELLIGENCE":"Intelligence",
+ "INTIMIDATION":"Intimidation",
+ "INVESTIGATION":"Investigation",
+ "JACK_OF_ALL_TRADES":"Jack of all trades",
+ "LAIR_ACTIONS":"Lair Actions",
+ "LANGUAGES":"Languages",
+ "LARGE":"Large",
+ "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",
+ "LONG_REST":"Long Rest",
+ "MACROS":"Macros",
+ "MATERIAL_M":"M",
+ "MAX":"Max",
+ "MEDICINE":"Medicine",
+ "MEDIUM":"Medium",
+ "MEDIUM_ARMOR":"Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX":"Medium armor max dex",
+ "MELEE":"Melee",
+ "MISC":"Misc",
+ "MISCELLANEOUS":"Miscellaneous",
+ "MISCELLANEOUS_NOTES":"Miscellaneous notes",
+ "MONK":"Monk",
+ "MOVEMENT":"Movement",
+ "MULTIPLIER":"Multiplier",
+ "NAME":"Name",
+ "NATURE":"Nature",
+ "NECROMANCY":"Necromancy",
+ "NECROTIC":"necrotic",
+ "NO":"No",
+ "NORMAL":"Normal",
+ "NPC":"NPC",
+ "OTHER":"Other",
+ "OTHER_ARMOR":"Other Armor",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"Other Proficiencies & Languages",
+ "OUTPUT":"Output",
+ "OUTPUT_SHEET":"Sheet",
+ "PALADIN":"Paladin",
+ "PC":"PC",
+ "PERCEPTION":"Perception",
+ "PERFORMANCE":"Performance",
+ "PERSONALITY_TRAITS":"Personality traits",
+ "PERSUASION":"Persuasion",
+ "PIERCING":"piercing",
+ "POINTS_OF_ORIGIN":"Points of origin",
+ "POISON":"poison",
+ "PREPARED":"Prepared",
+ "PROF":"Prof",
+ "PROFICIENCIES":"Proficiencies",
+ "PROFICIENCY_BONUS":"Proficiency Bonus",
+ "PROFICIENT":"Proficient",
+ "PSYCHIC":"psychic",
+ "PUBLIC_FOR_ALL":"Public for all to see",
+ "QTY":"Qty",
+ "QUERY":"Query",
+ "RACE":"Race",
+ "RADIANT":"radiant",
+ "RANGE":"Range",
+ "RANGED":"Ranged",
+ "RANGER":"Ranger",
+ "REACH":"Reach",
+ "REACTION":"Reaction",
+ "REACTIONS":"Reactions",
+ "RECHARGE":"Recharge",
+ "REGIONAL_EFFECTS":"Regional Effects",
+ "RELIGION":"Religion",
+ "REMARKABLE_ATHLETE":"Remarkable Athlete",
+ "REQUIRES_API":"This feature requires the API",
+ "RESISTANCES_AND_IMMUNITIES":"Resistances & Immunities",
+ "RESOURCES":"Resources",
+ "RESTS":"Rests",
+ "RITUAL":"Ritual",
+ "ROGUE":"Rogue",
+ "ROLL_2":"Roll 2",
+ "ROLL_OPTIONS":"Roll options",
+ "ROLL_TEMPLATE":"Roll template",
+ "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",
+ "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",
+ "SIZE":"Size",
+ "SKILL":"Skill",
+ "SKILLS":"Skills",
+ "SKIN":"Skin",
+ "SLASHING":"slashing",
+ "SLEIGHTOFHAND":"Sleight of Hand",
+ "SMALL":"Small",
+ "SOMATIC_S":"S",
+ "SORCERER":"Sorcerer",
+ "SOURCE":"Source",
+ "SPECIAL_EFFECTS":"Special effects",
+ "SPEED":"Speed",
+ "SPELL":"Spell",
+ "SPELLCASTING":"Spellcasting",
+ "SPELLCASTING_LEVEL":"Spellcasting level",
+ "SPELLS":"Spells",
+ "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",
+ "STR":"Str",
+ "STRENGTH":"Strength",
+ "SUCCESSES":"Successes",
+ "SURVIVAL":"Survival",
+ "SWIM":"Swim",
+ "TARGET":"Target",
+ "TEXT_SIZE":"Text size",
+ "THUNDER":"thunder",
+ "TINY":"Tiny",
+ "TOTAL":"Total",
+ "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\"",
+ "TYPE":"Type",
+ "UNARMORED":"Unarmored",
+ "UNPROFICIENT":"Unproficient",
+ "USED":"Used",
+ "USES":"Uses",
+ "VERBAL_V":"V",
+ "VISION":"Vision",
+ "VS":"vs",
+ "VS_FIEND_OR_UNDEAD":"vs undead or fiend",
+ "WARLOCK":"Warlock",
+ "WARLOCK_SPELL_SLOTS":"Warlock spell slots",
+ "WEIGHT":"Weight",
+ "WHISPERED_TO_GM":"Whispered to the GM",
+ "WIS":"Wis",
+ "WISDOM":"Wisdom",
+ "WIZARD":"Wizard",
+ "YES":"Yes",
+ "1_ACTION":"1 action",
+ "1_BONUS_ACTION":"1 bonus action",
+ "1_REACTION":"1 reaction",
+ "1_MINUTE":"1 minutes",
+ "10_MINUTES":"10 minutes",
+ "1_HOUR":"1 hour",
+ "8_HOURS":"8 hours",
+ "12_HOURS":"12 hours",
+ "24_HOURS":"24 hours",
+ "7_DAYS":"7 days",
+ "10_DAYS":"10 days",
+ "30_DAYS":"30 days",
+ "INSTANTANEOUS":"Instantaneous",
+ "UNTIL_DISPELLED":"Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"Until dispelled or triggered",
+ "UP_TO_1_MINUTE":"up to 1 minute",
+ "1_ROUND":"1 round",
+ "UP_TO_1_ROUND":"up to 1 round",
+ "UP_TO_6_ROUNDS":"up to 6 rounds",
+ "UP_TO_10_MINUTES":"up to 10 minute",
+ "UP_TO_1_HOUR":"up to 1 hour",
+ "UP_TO_2_HOURS":"up to 2 hours",
+ "UP_TO_8_HOURS":"up to 8 hours",
+ "UP_TO_12_HOURS":"up to 12 hours",
+ "UP_TO_24_HOURS":"up to 24 hours",
+ "INSTANTANEOUS_OR_1_HOUR":"Instantaneous or 1 hour",
+ "SPECIAL":"Special",
+ "HALF_DAMAGE":"half damage",
+ "OR":"or",
+ "IF_THE_TARGET_IS":"If the target is",
+ "ARROWS":"Arrows",
+ "BITE":"Bite",
+ "DRAGON":"Dragon",
+ "LAWFUL_EVIL":"lawful evil",
+ "ONE_CREATURE":"one creature",
+ "AMPHIBIOUS":"Amphibious",
+ "ABILITY_CHECK":"Ability check",
+ "PASSIVE_ABILITY_CHECK":"Passive ability check",
+ "COPPER_PIECES":"Copper pieces",
+ "SILVER_PIECES":"Silver pieces",
+ "ELECTRUM_PIECES":"Electrum pieces",
+ "GOLD_PIECES":"Gold pieces",
+ "PLATINUM_PIECES":"Platinum pieces",
+ "TOTAL_GOLD_VALUE":"Total gold value",
+ "HIT_POINTS_ROLLED":"Hit points rolled",
+ "AS":"as"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/zu.json b/5eShaped/translations/zu.json
new file mode 100644
index 0000000000..1e2aee52c5
--- /dev/null
+++ b/5eShaped/translations/zu.json
@@ -0,0 +1,609 @@
+{
+ "1st":"crwdns6843:0crwdne6843:0",
+ "2nd":"crwdns6844:0crwdne6844:0",
+ "3rd":"crwdns6845:0crwdne6845:0",
+ "4th":"crwdns6846:0crwdne6846:0",
+ "5th":"crwdns6847:0crwdne6847:0",
+ "6th":"crwdns6848:0crwdne6848:0",
+ "7th":"crwdns6849:0crwdne6849:0",
+ "8th":"crwdns6850:0crwdne6850:0",
+ "9th":"crwdns6851:0crwdne6851:0",
+ "ABILITY":"crwdns6852:0crwdne6852:0",
+ "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":"crwdns6865:0crwdne6865:0",
+ "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",
+ "ANIMALHANDLING":"crwdns6873:0crwdne6873:0",
+ "APPEARANCE":"crwdns6874:0crwdne6874:0",
+ "ARCANA":"crwdns6875:0crwdne6875:0",
+ "ARMOR":"crwdns6876:0crwdne6876:0",
+ "ARMORED_AND_UNARMORED":"crwdns6877:0crwdne6877:0",
+ "ARMOR_CLASS":"crwdns6878:0crwdne6878:0",
+ "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",
+ "BACKGROUND":"crwdns6885:0crwdne6885:0",
+ "BARBARIAN":"crwdns6886:0crwdne6886:0",
+ "BARD":"crwdns6887:0crwdne6887:0",
+ "BIG":"crwdns6888:0crwdne6888:0",
+ "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",
+ "CON":"crwdns7135:0crwdne7135:0",
+ "CONC":"crwdns7136:0crwdne7136:0",
+ "CONCENTRATION":"crwdns7137:0crwdne7137:0",
+ "CONDENSE":"crwdns7138:0crwdne7138:0",
+ "CONDITION_IMMUNITIES":"crwdns7139:0crwdne7139:0",
+ "CONJURATION":"crwdns7140:0crwdne7140:0",
+ "CONSTITUTION":"crwdns7141:0crwdne7141:0",
+ "CONTENT":"crwdns7142:0crwdne7142:0",
+ "CORE":"crwdns7143:0crwdne7143:0",
+ "CRIT":"crwdns7144:0crwdne7144:0",
+ "CRIT_ATTACHER_TOOLTIP":"crwdns7145:0crwdne7145:0",
+ "CRIT_DAMAGE_TOOLTIP":"crwdns7146:0crwdne7146:0",
+ "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_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",
+ "DRUID":"crwdns7173:0crwdne7173:0",
+ "DURATION":"crwdns7174:0crwdne7174:0",
+ "EFFECT":"crwdns7175:0crwdne7175:0",
+ "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",
+ "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",
+ "FREEFORM":"crwdns7206:0crwdne7206:0",
+ "FREETEXT":"crwdns7207:0crwdne7207:0",
+ "GARGANTUAN":"crwdns7208:0crwdne7208:0",
+ "GENDER":"crwdns7209:0crwdne7209:0",
+ "GENERATE_SKILLS":"crwdns7210:0crwdne7210:0",
+ "HAIR":"crwdns7211:0crwdne7211:0",
+ "HALFLING_LUCK":"crwdns7212:0crwdne7212:0",
+ "HEAL":"crwdns7213:0crwdne7213:0",
+ "HEAL_FOR":"crwdns7214:0crwdne7214:0",
+ "HEAVY_ARMOR":"crwdns7215:0crwdne7215:0",
+ "HEIGHT":"crwdns7216:0crwdne7216:0",
+ "HIDE_NPC_INFO":"crwdns7217:0crwdne7217:0",
+ "HIDE_NPC_INFO_ACTION_FREETEXT":"crwdns7218:0crwdne7218:0",
+ "HIDE_NPC_INFO_ATTACK":"crwdns7219:0crwdne7219:0",
+ "HIDE_NPC_INFO_DAMAGE":"crwdns7220:0crwdne7220:0",
+ "HIDE_NPC_INFO_EFFECT":"crwdns7221:0crwdne7221:0",
+ "HIDE_NPC_INFO_NOTE":"crwdns7222:0crwdne7222:0",
+ "HIDE_NPC_INFO_RECHARGE":"crwdns7223:0crwdne7223:0",
+ "HIDE_NPC_INFO_SAVING_THROW_DC":"crwdns7224:0crwdne7224:0",
+ "HIDE_NPC_INFO_SAVING_THROW_FAILURE":"crwdns7225:0crwdne7225:0",
+ "HIDE_NPC_INFO_SAVING_THROW_SUCCESS":"crwdns7226:0crwdne7226:0",
+ "HIDE_NPC_INFO_SPELL_CONTENT":"crwdns7227:0crwdne7227:0",
+ "HIGHER_LEVEL":"crwdns7228:0crwdne7228:0",
+ "HISTORY":"crwdns7229:0crwdne7229:0",
+ "HIT_DICE":"crwdns7230:0crwdne7230:0",
+ "HIT_POINTS":"crwdns7231:0crwdne7231:0",
+ "HIT_POINTS_TEMPORARY":"crwdns7232:0crwdne7232:0",
+ "HIT_POINTS_TEMP":"crwdns7233:0crwdne7233:0",
+ "HOUSERULES":"crwdns7234:0crwdne7234:0",
+ "HOVER":"crwdns7235:0crwdne7235:0",
+ "HUGE":"crwdns7236:0crwdne7236:0",
+ "IDEALS":"crwdns7237:0crwdne7237:0",
+ "ILLUSION":"crwdns7238:0crwdne7238:0",
+ "IMPORT":"crwdns7239:0crwdne7239:0",
+ "INITIATIVE":"crwdns7240:0crwdne7240:0",
+ "INITIATIVE_BONUS":"crwdns7241:0crwdne7241:0",
+ "INSIGHT":"crwdns7242:0crwdne7242:0",
+ "INSPIRATION":"crwdns7243:0crwdne7243:0",
+ "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",
+ "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",
+ "MATERIAL_M":"crwdns7264:0crwdne7264:0",
+ "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",
+ "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",
+ "OTHER":"crwdns7284:0crwdne7284:0",
+ "OTHER_ARMOR":"crwdns7285:0crwdne7285:0",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES":"crwdns7286:0crwdne7286:0",
+ "OUTPUT":"crwdns7287:0crwdne7287:0",
+ "OUTPUT_SHEET":"crwdns7288:0crwdne7288:0",
+ "PALADIN":"crwdns7289:0crwdne7289:0",
+ "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",
+ "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",
+ "RANGER":"crwdns7311:0crwdne7311:0",
+ "REACH":"crwdns7312:0crwdne7312:0",
+ "REACTION":"crwdns7313:0crwdne7313:0",
+ "REACTIONS":"crwdns7314:0crwdne7314:0",
+ "RECHARGE":"crwdns7315:0crwdne7315:0",
+ "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_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",
+ "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",
+ "SIZE":"crwdns7346:0crwdne7346:0",
+ "SKILL":"crwdns7347:0crwdne7347:0",
+ "SKILLS":"crwdns7348:0crwdne7348:0",
+ "SKIN":"crwdns7349:0crwdne7349:0",
+ "SLASHING":"crwdns7350:0crwdne7350:0",
+ "SLEIGHTOFHAND":"crwdns7351:0crwdne7351:0",
+ "SMALL":"crwdns7352:0crwdne7352:0",
+ "SOMATIC_S":"crwdns7353:0crwdne7353:0",
+ "SORCERER":"crwdns7354:0crwdne7354:0",
+ "SOURCE":"crwdns7355:0crwdne7355:0",
+ "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",
+ "SUCCESSES":"crwdns7372:0crwdne7372:0",
+ "SURVIVAL":"crwdns7373:0crwdne7373:0",
+ "SWIM":"crwdns7374:0crwdne7374:0",
+ "TARGET":"crwdns7375:0crwdne7375:0",
+ "TEXT_SIZE":"crwdns7376:0crwdne7376:0",
+ "THUNDER":"crwdns7377:0crwdne7377:0",
+ "TINY":"crwdns7378:0crwdne7378:0",
+ "TOTAL":"crwdns7379:0crwdne7379:0",
+ "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",
+ "USED":"crwdns7390:0crwdne7390:0",
+ "USES":"crwdns7391:0crwdne7391:0",
+ "VERBAL_V":"crwdns7392:0crwdne7392:0",
+ "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",
+ "WIS":"crwdns7400:0crwdne7400:0",
+ "WISDOM":"crwdns7401:0crwdne7401:0",
+ "WIZARD":"crwdns7402:0crwdne7402:0",
+ "YES":"crwdns7403:0crwdne7403:0",
+ "1_ACTION":"crwdns7404:0crwdne7404:0",
+ "1_BONUS_ACTION":"crwdns7405:0crwdne7405:0",
+ "1_REACTION":"crwdns7406:0crwdne7406:0",
+ "1_MINUTE":"crwdns7407:0crwdne7407:0",
+ "10_MINUTES":"crwdns7408:0crwdne7408:0",
+ "1_HOUR":"crwdns7409:0crwdne7409:0",
+ "8_HOURS":"crwdns7410:0crwdne7410:0",
+ "12_HOURS":"crwdns7411:0crwdne7411:0",
+ "24_HOURS":"crwdns7412:0crwdne7412:0",
+ "7_DAYS":"crwdns7413:0crwdne7413:0",
+ "10_DAYS":"crwdns7414:0crwdne7414:0",
+ "30_DAYS":"crwdns7415:0crwdne7415:0",
+ "INSTANTANEOUS":"crwdns7416:0crwdne7416:0",
+ "UNTIL_DISPELLED":"crwdns7417:0crwdne7417:0",
+ "UNTIL_DISPELLED_OR_TRIGGERED":"crwdns7418:0crwdne7418:0",
+ "UP_TO_1_MINUTE":"crwdns7419:0crwdne7419:0",
+ "1_ROUND":"crwdns7420:0crwdne7420:0",
+ "UP_TO_1_ROUND":"crwdns7421:0crwdne7421:0",
+ "UP_TO_6_ROUNDS":"crwdns7422:0crwdne7422:0",
+ "UP_TO_10_MINUTES":"crwdns7423:0crwdne7423:0",
+ "UP_TO_1_HOUR":"crwdns7424:0crwdne7424:0",
+ "UP_TO_2_HOURS":"crwdns7425:0crwdne7425:0",
+ "UP_TO_8_HOURS":"crwdns7426:0crwdne7426:0",
+ "UP_TO_12_HOURS":"crwdns7427:0crwdne7427:0",
+ "UP_TO_24_HOURS":"crwdns7428:0crwdne7428:0",
+ "INSTANTANEOUS_OR_1_HOUR":"crwdns7429:0crwdne7429:0",
+ "SPECIAL":"crwdns7430:0crwdne7430:0",
+ "HALF_DAMAGE":"crwdns7431:0crwdne7431:0",
+ "OR":"crwdns7432:0crwdne7432:0",
+ "IF_THE_TARGET_IS":"crwdns7433:0crwdne7433:0",
+ "ARROWS":"crwdns7434:0crwdne7434:0",
+ "BITE":"crwdns7435:0crwdne7435:0",
+ "DRAGON":"crwdns7436:0crwdne7436:0",
+ "LAWFUL_EVIL":"crwdns7437:0crwdne7437:0",
+ "ONE_CREATURE":"crwdns7438:0crwdne7438:0",
+ "AMPHIBIOUS":"crwdns7439:0crwdne7439:0",
+ "ABILITY_CHECK":"crwdns7440:0crwdne7440:0",
+ "PASSIVE_ABILITY_CHECK":"crwdns7441:0crwdne7441:0",
+ "COPPER_PIECES":"crwdns7442:0crwdne7442:0",
+ "SILVER_PIECES":"crwdns7443:0crwdne7443:0",
+ "ELECTRUM_PIECES":"crwdns7444:0crwdne7444:0",
+ "GOLD_PIECES":"crwdns7445:0crwdne7445:0",
+ "PLATINUM_PIECES":"crwdns7446:0crwdne7446:0",
+ "TOTAL_GOLD_VALUE":"crwdns7447:0crwdne7447:0",
+ "HIT_POINTS_ROLLED":"crwdns7448:0crwdne7448:0",
+ "AS":"crwdns7449:0crwdne7449:0"
+}
\ No newline at end of file
diff --git a/approved.yaml b/approved.yaml
index 22bb708147..6bc25d1d9e 100644
--- a/approved.yaml
+++ b/approved.yaml
@@ -1329,4 +1329,12 @@ lamesducardinalfr:
revededragonfr:
- "Reve de Dragon - french"
-- "Reve de Dragon (French)"
\ No newline at end of file
+- "Reve de Dragon (French)"
+
+chrisperrinsmecha:
+- "ChrisPerrinsMecha"
+- "Chris Perrin's Mecha"
+
+spelltherpg:
+- "Spell_the_RPG"
+- "Spell: the RPG"
\ No newline at end of file